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Character animation crash course

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ATTITUDE POSES<br />

When approaching a scene, make a series of drawings that "tell the story" of the<br />

scene (how the character feels, where he's going, what occurs physically in the plot,<br />

the character's attitudes throughout) in order of their appearance in the scene. Don't<br />

even worry about timing at this stage; just make the drawings communicate. In the<br />

case of television or commercial productions, these will often be the drawings you<br />

would get from the director as pose/layout drawings (an extension of the way Golden<br />

Age shorts directors worked). Whether they are provided for you, or you create them<br />

yourself, these storytelling drawings aren't necessarily the most extreme drawings in<br />

the scene. Rather, they are the ones most comfortable for the eye to settle on (while<br />

still retaining strength and directness in drawing). These drawings can be telegraphed<br />

strongly for more extreme, stylized action (Chuck Jones' Dover Boys, or your average<br />

Avery cartoon) or animated into and out of more subtly for feature-style <strong>animation</strong><br />

(which covers the poses with more secondary actions, overlap, limbs on different<br />

timings, etc. Milt Kahl was a firm advocate of storytelling drawings).<br />

I sometimes call this the "Name That Tune" school of animating. For those of you<br />

not ancient enough to remember this TV game show, contestants competed to name<br />

the title of a song in the fewest number of notes. ("I can name that tune in three<br />

notes, Bill.") If you can "name that scene" in the fewest number of drawings, your<br />

scene will convey a great deal of clarity to the viewer.

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