Anyway, if the whole point of exaggeration is clarity (which would be a whole series of articles alone, so I'm not even going downthat road right now!) then the only way to know if you've used exaggeration successfully is to show it to someone. You can go reallyfar with your animation without showing it to anyone, but at a certain point, you *must* get the opinion of someone who hasn'tseen it before, and doesn't know ahead of time what is intended to be happening in the scene. If they get it, then congratulations,you've nailed it! If they don't, then it's time to take a hard look at your scene and figure out why they've missed the story point, orthe gag, or whatever it is you were trying to sell in your shot.Exaggeration is a very delicate thing to play with. You must balance reality with your exaggeration -- you have to ground it in afoundation of our universe. If you just start randomly exaggerating everything in sight, the scene will be convoluted, confusing, andimpossible to watch. You have to give the audience a foothold in reality, or they will have no way to connect to your work.This applies to every level of exaggeration, in my opinion. Exaggeration in cartoonier work (such as Warner Brothers), realistic work(such as Weta), and everywhere in between.A lot of people mistakenly think that exaggeration has no place in realistic animation, by the way, and they couldn't be further fromthe truth. Even in studios such as ILM, Weta, and Sony, where we are trying to painstakingly create something as believable as theactual human actors our characters/creatures/monsters/aliens are standing next to -- we still employ the idea of exaggeration everyday. We simply use it on a much subtler level than it would be used for say, Ice Age 2 or Madagascar.As Ollie Johnston said, "Don't make it real, make it believable."That applies just as much to the "realistic" work of the FX studios as it did to Disney's. Again, it's all in how much you use.A tiny bit of exaggeration can take realistic work and push it into something dynamic, entertaining, and exciting, but still believable.Anyone who's worked with mocap knows the amazing difference a bit of carefully applied animation principles can make - bringingit from a truly realistic (but often dull and lifeless) performance, and turning that into something worth watching.The more exaggeration you apply, the cartoonier your work gets. Madagascar is cartoonier than Ice Age is cartoonier than Incrediblesis cartoonier than Kong. The only reason for this is the varying levels of exaggeration used in the movement, and that level ofexaggeration is defined by the chosen style of each of those films.So, as far as "how much is too much?" the first question you need to ask yourself is: "What is the style of this project?" Is it superstylized? Exaggerate your heart out! Realistic? Better reign that exaggeration in, or your supervisor is going to be wondering whatyou're smoking!So, how much is too much? Well, it's too much if you exaggerate beyond the bounds of the style you are working in, for one thing.I can't exaggerate a dragon in Eragon nearly as much as someone could exaggerate a dragon in Shrek, for example. But I'm stillexaggerating. I'm exaggerating poses and timing to try to have something look as dynamic as possible. I push those silhouettes,accentuate the lines of action, etc. I just can't be as broad on this film, as I could have if I had worked on something like Ice Age,that's all.Neither is better, of course, it's just applying the same exact principles in different amounts.If you are new to animation, the first thing I'd suggest is watching a LOT of animation and trying to absorb the differences betweenthe various styles you see. The second (and more important) thing I'd suggest is to get in there and start experimenting. If youanimate a bouncing ball, do a few different variations of exaggeration levels. Maybe do one that looks real, one that looks supercartoony, and one that's somewhere in between.But again, how do you know when you've crossed that line? You show it to someone!!!If you are scared to show your work to someone, well, I'm really sorry, but get over it. The truth is that if you are going to be asuccessful animator, a part of your job will be having a thick skin. You have to train yourself to like criticism. To seek it out, in fact!There aren't very many jobs where people have to actively seek out criticism, but without it, your animation will never be verystrong. It's how we learn, and it's how we grow.In a studio, you'll sit in dailies, surrounded by your peers, many of whom will be more experienced than you. You'll have to see your29Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
work, as rough as it may be, shown up there on the big screen to a room full of people who's job it is to judge you. You'll have to beopen to their comments. You'll have to listen to them talk about your mistakes.The first few times you're in dailies, this is the scariest thing in the world, but eventually your skin hardens into a criticism-repellingshell, and you can see the comments for what they truly are - people trying to make the project as good as it can be.Okay, I can feel myself being pulled down yet another tangential causeway into a whole new topic of being open to feedback, so I'mgoing to flip this boat around and get back to exaggeration before it's too late, and we're lost for all time...Exaggeration. How much is too much? It's too much if you break the rules of the universe your work takes place in (different rulesfor different projects, of course. The universe of the Matrix is slightly different than the universe of Star Wars, just as the universe ofthe Incredibles is slightly different than the universe of Toy Story, for example. And secondly, it's too much if you push things to thepoint where the audience does no longer clearly understand your work.And for both, the only way to know, is to (I know, how many times can I say this in one article?!) show it to someone. (That’s the lasttime, I swear).The whole point of exaggeration is to make things more clear, but it's easy to zip right by the world of clarity and into the Land OfConfusion, so be really careful, and get some other eyes on your work before you spend too much on it. (Oops, okay, THAT was thelast time. Really.)And like anything else, planning exaggeration is essential. You don't just guess. You don't just start scaling curves to create biggermovements all over the place. Exaggeration should be as carefully planned as any other aspect of your scene. If everything isexaggerated, your scene will be a mess. If only one thing is exaggerated, it's going to stick out like a sore thumb and feel veryunrealistic in all but the cartooniest work.Okay, that's it. See ya next time! And don’t forget to email me with your questions at tipsandtricks@animationmentor.com.Have fun, and keep animating!!30Copyright 2008 by <strong>Animation</strong><strong>Mentor</strong>.com. All rights reserved. This ebook may not be reprinted or distributed in electronic, print, web, or other format withoutexpress written permission.
- Page 2 and 3: Animation Tips & TricksBY: Shawn Ke
- Page 4 and 5: INTRODUCTIONWelcome to the First Ed
- Page 6 and 7: FOUNDERS BIOSBobby BeckBobby was an
- Page 8 and 9: TESTIMONIALS“Three things come to
- Page 10 and 11: PLANNINGBecause this is the first a
- Page 12 and 13: REFERENCE MATERIALSWe've been talki
- Page 14 and 15: THUMBNAILSWelcome back!This month w
- Page 16 and 17: BLINKS HAVE MEANINGTip 1: Blinks Ha
- Page 18 and 19: Then a thought occurs to him: “is
- Page 20 and 21: has his shovel in hand. His eyes ar
- Page 22 and 23: THE FACEHey there animators! Welcom
- Page 24 and 25: OPERATIVE WORDSHello Animators!Welc
- Page 26 and 27: So, to make a long story short - ch
- Page 28 and 29: Well, for one thing, you want to sp
- Page 30 and 31: KEEP SECONDARY CHARACTERS SECONDARY
- Page 32 and 33: might glance at him to gauge his re
- Page 34 and 35: ACTINGHello Animators!Welcome back!
- Page 36 and 37: If you ignore the principles of act
- Page 40 and 41: FORGET ABOUT THE LEGSHello animator
- Page 42 and 43: TRACK YOUR ARCSOkay, before I get s
- Page 44 and 45: it...Anyway, the hips move in a clo
- Page 46 and 47: TRACK YOUR ARCS - PART IIWell, gues
- Page 48 and 49: "Let's say my character is going to
- Page 50 and 51: But what's a love story without fir
- Page 52 and 53: cycle (say, a blink, or one hand ha
- Page 54 and 55: Step...Step...Punch. I had a big pr
- Page 56 and 57: after it. Once you choose your mome
- Page 58 and 59: incredibly easy to get so caught up
- Page 60 and 61: that's a toughie, but maybe you can
- Page 62 and 63: That's 40 years of inspiration. 40
- Page 64 and 65: TWINNINGHello!Last month, we were s
- Page 66 and 67: more organic, and far more interest
- Page 68 and 69: The end result, of course, is a far
- Page 70 and 71: BLACK OUT YOUR CHARACTEROk, so it's
- Page 72 and 73: performance (particularly the eye a
- Page 74 and 75: RISE ABOVE THE SNOBBERYOkay, here's
- Page 76 and 77: Animation students live and work in
- Page 78 and 79: MOVING FROM TRANFORMERS TO CARTOONS
- Page 80 and 81: stylistically. Too fast here, dead
- Page 82 and 83: HOW TO IMPRESS RECRUITERSHello ther
- Page 84 and 85: ecruiter has no idea of your true a
- Page 86 and 87: 23TIPREVERSALSWell hello there!Last
- Page 88 and 89:
From #1 to #2, all you really need
- Page 90 and 91:
else we can decide that no, we don'
- Page 92 and 93:
IT AIN’T OVER TILL THE CHARACTERS
- Page 94 and 95:
project where the deadlines are too
- Page 96 and 97:
then. The first one will be next mo
- Page 98 and 99:
The computer will help you try to s