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Release. Pressure. Animate.

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development 22 . Since the tracking and managing of the arcs are an important part of the<br />

character handling this‟ll be in one of the concepts as well.<br />

Another improvement is on managing the keys and data. There‟s still some<br />

functionality towards easier inbetweening and timing adjustments that aren‟t standard in<br />

Maya. Some animators 23 have set shortcuts for moving a key by one frame to the right<br />

or left. Shortcuts can bring a lot of these tricks into the personal workflow, but especially<br />

for starters it can be hard to find their way around and know-how on how to create these<br />

shortcuts. Even more, shortcuts also provide a limited use (often just a single<br />

functionality), and they need to be remembered as well. For managing keys and data I‟ll<br />

also discuss tools that can helps making adjustments to timing faster, especially useful<br />

for tweaking and testing out the timing in your animation. Often you‟ve to see and feel it<br />

to know what is the best timing, spacing and amount of follow through. As such tweaking<br />

and testing can be done simpler the overall investment of time should be a lot lower,<br />

hence increasing efficiency. For the management part simplicity is of utmost importance<br />

as well for keeping focus and goals clear, and thus introducing tools or ways for cleaning<br />

or managing the data in simpler ways are more than welcome and will be discussed<br />

within the concepts as well.<br />

Another quick testing concept could be coming from real-time capture from the<br />

mouse (or even a motion capture suit) to introduce quick ways towards a first pass for<br />

the motion. It could be easily used as a starting point for aiming of the eyes for example.<br />

The character would look where the mouse is while the timeline plays and the eye‟s aim<br />

is being recorded. You might‟ve seen similar things on websites where the eyes of a<br />

character in a flash video are constantly following the mouse. It should be minded that<br />

such a technique could hardly introduce final animation, but could again help with testing<br />

timing, attitude of the character and so forth. Any increase in inspiration and creativity is<br />

a worthy addition.<br />

A big problem while animating is to pivot (rotate) around another point in the scene<br />

instead of the object‟s own pivot point. There are numerous scripts out there that create<br />

complex set-ups so you can key another object to let the controls rotate or move about,<br />

but they are extremely hard to oversee and often can produce problems if you don‟t<br />

know how they work. Introducing a technique that can let you rotate around any point as<br />

well, but instead apply these effects directly to the controls‟ keys makes the extra<br />

overhead go away. Even more, such a system would provide a way to move all keys (or<br />

a chosen amount of keys) with the same transformation. Making it way easier to<br />

reposition the whole animation, especially when the global controller already has its own<br />

22<br />

Since Autodesk Maya 2012 there‟s a feature in the software that allows the user to adjust the arcs of a<br />

motion in the viewport.<br />

23<br />

Animator Aaron Koressel provides a simple yet effective script on his website that creates such functionality.<br />

4. Developing a toolset<br />

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