Anime Face Why The Fuck Would Anything Nice Ever Happen 3 Mistakes to Avoid in Animation

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3 Mistakes to Avoid in Animation

There are three mistakes amateur animators make, and if you see them in YouTube videos, you know the animator is a beginner, so don’t be so hard on them. But be careful, people who make mistakes don’t know they’re making them, and no one tells them, so how would you know you’re doing things right?

A single action with no foresight or consequences

Using the example of amateur animators who post videos on YouTube, have you noticed that the problem is related to the unnatural movement of the characters? This is because there is no foresight or consequence

For example, a martial artist throwing a punch while training. You can do it in three key positions: fists clenched in guard position, then “punching arm” extended, then back to the original position. That’s what the fans have in mind. A veteran imagines the guard position, then the elbow goes back in preparation for the punch (anticipation), then the arm is extended (action), then the arm goes back with the elbow up (effect), and finally the character returns to the guard position. , breathing slowly. Can you see the natural flow happening around you?

Approach each action thinking about its prospects and consequences. How do you prepare for that action and what do you do afterwards?

A confusing timeline

Let’s face it, when you see your timeline full of keyframes you feel proud of yourself because there is a lot of hard work ahead of you with millions of keyframes. Well guess what? A timeline with many keyframes can damage the animation.

The problem isn’t the messy timeline itself, think about it, if you need to make adjustments, you’ll be going through hell and back, making small adjustments to every keyframe. A bigger problem would be that the messed up timeline usually leads to unnatural movements: Knocking knees, shaking elbows or weird head vibrations, to name a few.

Unnatural motion is created when you make an adjustment to the character’s movement by adding keyframes to change the pace. For example, if you have a character pick up a box, you might want the character to take a little longer to extend their arm, then move a little faster to pick up the box. You can use more keyframes (easy, but risky), or adjust interpolation curves (harder, but safer and more natural).

Interpolation curves are a response to the natural flow of motion. The best timelines are those with fewer keyframes and lots of character movement. It takes time but it pays off, especially when you go back to make adjustments. For example, instead of trying to change 5 keyframes, you only need to change one pose (one keyframe) and that’s it.

Always keep this in mind: one good curve can defeat an army of keyframes.

Impulsive animation, without reference

Hobbyists are the best practitioners of impulsive animation. “Yes! Finally after all the preparation I can go for it and bring my character to life!” Does it sound familiar to you? I know how tempting it is to start cheering, but the best way to approach it is with referrals.

What benchmarks do professional animators use when working on large projects? Short answer: anything that moves. It can be a leaf floating in the air, facial expression, walking style, anything, even small details.

If you check behind the scenes of any animation, you’ll find that animators often do field work, such as getting a camera to record nature, people walking around, or simply recording themselves doing silly things.

The trick is if you’re willing to do it, references are the secret ingredient to getting the perfect number of frames needed for foreshadowing, action and effects.

Try it, if you have an action in mind, record a reference first, and try to imitate it with your animation. Do you want a tip? Search YouTube for “animation references” and you will get what you need. Trust me, it will be worth it.

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