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Release. Pressure. Animate.

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same accounts for planning the shot. If we start planning with simply key poses (instead<br />

of working straight forward) the director, supervisor and/or other team members will<br />

know what you‟ll be creating early on, before you‟ve invested too much time on it. This<br />

makes it easier „to kill your darlings‟ and improve the animation towards a higher level.<br />

Animation is collaboration.<br />

The focus we‟re able to creatively use seems very limited; therefore animators often<br />

work in a layered system. They focus only on the most important parts first and think<br />

about arms, hands and all the other parts after that. This process of separating the<br />

character in parts and focusing on one of them at a time gives us the ability to really<br />

track the arcs of that movement and apply to it the momentum and physics with<br />

perceivable realism. In 3D it‟s sometimes hard to focus on a part as cluttered controls<br />

can make you lose sight on just a part. Quickly hiding any irrelevant parts of the body<br />

could help focusing on just a single part of the character. Complexity makes it hard.<br />

Again this looks like something that would work especially well when working straight<br />

forward. We‟ve also seen how pose-to-pose and straight forward differ in the creation<br />

process, but also in final delivery.<br />

When discussing straight forward, pose to pose and the combination of these two we<br />

found that by combining the strongest points of both we could work in the best<br />

productive way possible. First we need the essence, the idea and concept for the shot.<br />

The animator does this with key poses and the most important extremes. The next step<br />

is to do a straight forward pass, frame-by-frame thinking what will come next in effect of<br />

motion, physics and character‟s choices. It seems to be a very intuitive and creative way<br />

to „live‟ the character. It feels most „direct‟ to the character and comes close to the<br />

feeling of bonding with the character as described with stop motion and its puppets. It‟s<br />

important to think about tools and concepts that could initiate working this way easier in<br />

3D software and can provide such consistency in the workflow. Animating in 3D software<br />

makes it easy to work with the automatic in-betweens where the next pose will<br />

automatically „be like the previous.‟ This makes it hard to just let go of the previous<br />

moment and think about what pose would be strongest on a certain point, because<br />

you‟re thinking about how to get there, if that‟s realistic and possible while keeping in<br />

mind physics, personality and emotion. If you do keep all those things in mind it can<br />

influence any creative thinking and also the ability of creating that pose that tells the<br />

story best and exaggerates the essence clearly. Again, it is really important to plan<br />

creatively first and start thinking about how to get there later. Thus, first limit yourself to<br />

what to tell and how you‟ll tell it and then start thinking about how you do this from the<br />

one time, place and pose to the other. Even more, coming to the point where you know<br />

what you‟re up to and what has to be done can end up in simplicity; sounds like a to-do<br />

list or check-list.<br />

2. The difference in Animation fields<br />

5<br />

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