Geek Fact
Did you know that Hayden Panettiere, the cheerleader on NBC's 'Heroes', was the voice of Dot in Pixar's animated film 'A Bug's Life' in 1998 as well as Suri in Disney's 'Dinosaur' in 2000? She also voiced Kairi in the hit Disney game series 'Kingdom Hearts'. (Save the cheerleader, save the world!)

Animation Mentor Tips & Tricks:
Constrain TO Props, Not To The Character!
By: Shawn Kelly
Hello everyone! Welcome back to my endlessly rambly Tips & Tricks article. As always, feel free to send feedback, suggestions, and complaints to tipsandtricks@animationmentor.com. Thanks to everyone who's been writing in, it's been fun meeting you, and I appreciate the suggestions and feedback! Thanks especially to those of you who've been sending me the fried chicken recipes!!! I think I have plenty now, so if you really need to send me a recipe for something, hit me with your favorite cocktail. (My current fave is vodka and 7up, but I also love a good Bacardi Anejo y Coca!)

Last month you discovered that you are a tool. I was sorry to have to break the news to you, but hopefully it softens the blow to know that I am a tool as well. This week, you'll be happy to know that I'm not going to be calling you any names at all! In fact, I have a bonafide "trick" for you, but first, let's go to Disneyland...

Okay, so my fiancée’s family has pretty much the coolest tradition ever: Each year, they spend the holiday of Thanksgiving in the happiest place on Earth - Disneyland! This year we were there for a few days, and it was an absolute blast. (Best rides: Indiana Jones, Screamin', and that Grizzly rapids ride in California Adventure!)

Anyway, it was a ton of fun, but since this isn't my diary or a blog, that's not why I bring it up. I brought it up because in California Adventure (the sister park to Disneyland, right next door), they have a building dedicated to the art of animation. Inside, you can walk through a museum of original animation art, you can put your voice to classic scenes from your favorite Disney movies (in our case, Belle and Beast ended up having a huge argument about flushing the toilet), you can create 2D animation and put it on a zoetrope, and you can interactively hang out with Crush from Nemo, which is basically someone doing live and instant performance animation and is pretty darn impressive to watch!

It's all pretty cool, and each of those exhibits branch off of a huge "lobby" area in the building. Inside of this lobby are gigantic screens showing scenes, drawings, and concept artwork from some of the best animated films of all time. Glen Keane's roughs from Tarzan, design work from The Incredibles, etc.

We didn't get to spend a whole lot of time in that room, but I have to say - I found it incredibly inspiring, and when I think back on our trip, it really sticks with me as a highlight. The permanence of our art really hit me in a big way. We create a scene, and once we're done, it exists forever. For better or worse, our great-great-great grandkids will likely be able to watch it and (hopefully) be entertained by it.

How cool is that!? Isn't it amazing to think that the team working on Jungle Book 40 years ago was just like us (only more talented), toiling away on their scenes, hoping someone might like their project? Hoping they might make someone laugh, or give a little kid that wide-eyed look of wonder at being presented with an army of singing monkeys? And here we are, 40 years later, still every bit as entertained and inspired as audiences were back then!

That's 40 years of inspiration. 40 years of laughs. 40 years of 3-year-olds mimicking King Louie's dance and making their parents laugh.

...40 years...

Maybe it's silly, but it really hit me in that room that no matter how trivial some of our work is, or how bad some of our projects turn out to be, we're all working towards nailing that one show or game or film that will be entertaining people long after we're gone. It's like we have a chance to not only inspire people, but to bottle that inspiration into a time-capsule, and launch it into the future to inspire future generations.

For me, THAT is inspiring, and as worthy a goal as any other. ...Well, okay -- other than curing Cancer, feeding the hungry, sheltering the homeless, ending poverty, etc. Those are the "Big Goals" with a capital G. I'm talking about wimpy artist goals, and we mostly use small g's. Making people think is about the best we can usually shoot for, but using media to get people to think can be a powerful tool, and we can be a part of it!

Okay, enough of that. Tip time! Are you ready?

*TIP #16: Constrain TO Props, Not To The Character!*

So, if you're animating characters, there's a decent chance that at some point, someone is going to ask your character to interact with something. He'll need to hold a broom, or she'll need to hold a sword, or whatever it is.

The natural inclination of the beginning animator is to constrain that prop to your character's hand, and then as you animate your character's hand, the prop will go along with it.

With some exceptions, this is generally a big mistake, and if you care about arcs at all, will often lead to some big headaches.

Now, I'm going to just assume that you're using IK (inverse kinematics) on the arms rather than FK (forward kinematics), even though I know that some of you probably DO use FK. Personally, I hate using FK on the arms, as I feel like it creates a lot of counter-animation work for me. I know some of you love it, but we'll just have to agree to disagree here.

If you really have to use FK on your arms, then you'll probably have to constrain the prop to your character's hand, and that's that. If so, you might as well save yourself some time and move along. Hopefully the Disneyland story was enough to feel like you didn't get ripped off this month, and I'll see ya next time!

Ok, you IKers still with me? Let's get back to our regularly scheduled program:

So.... why on Earth would it be a bad idea to constrain a prop to a hand?

Well, the biggest problems arise when you have a large or long prop.
Let's say it's a sword, for example.

If you constrain a sword to your character's hand, you will have a fine time blocking things in, and everything will be fine. At first. But if you are animating a sword, you know that you need to make sure that the tip of that sword is traveling along nice figure 8's and smooth swirling arcs (the only exception is when it makes contact with something. No matter what!), so after your blocking is done, you'll eventually need to go in there and track your arcs on the tip of that sword, right?

Well, if the sword movement is based on the rotation of your character's wrist, you've just created a big pile of unnecessary work for yourself.

Why?

Well, because every little rotation of your wrist will be magnified exponentially in the position of the tip of that sword. It's so far away from the wrist that a 5 degree rotation will suddenly have the tip of your sword a foot or more out of place! Editing this in a way that doesn't make the hand look stiff and/or jittery is very time-consuming.



Additionally, if you're using IK, the angle of wrist is very likely being affected by the translation of the elbow controller (or arm twist attribute), and is probably also subtly affected by the movement of the shoulders. Normally, this is great, and helps keep your animation feeling connected throughout the arms, but if you're trying to have finite control over the angle of the wrist, it can be a real bear to edit in the curves, because suddenly the angle of the wrist is being affected by 3 different things, and you're trying to fix curves on three objects that are all affecting each other! In other words, it's a pain in the butt!

A far better method is to switch those constraints around, and block things in where the sword is the thing being animated, and the arms are "along for the ride." You constrain the hand TO the sword, and THEN you dive into your blocking. Of course, you'll have to be vigilant to make sure that your timing and poses indicate the body and arms are moving the sword, and you'll have to be careful to avoid that "IK" look, as you would in any shot.

(uh oh - here comes a tangent:)

If you are new to IK in general, there will be a tendency for your animation to look like the wrist is moving the arm around, because that's the way the model is chained. Your job as the animator is to make sure that it looks like the shoulder is moving the arm, and the arm is moving the wrist - not the other way around. If you are doing proper planning, and have spent time focused on body mechanics (weight, force, anticipation, all that good stuff), then this shouldn't be much of a problem, and you'll be blocking in your key poses and breakdowns just as you would with FK.

In other words, a well animated FK scene should look EXACTLY like a well-animated IK scene, because both should be using the same poses and timing - you're simply using different controls to get them there.

Anyway, the point is, if you animate the prop rather than the hand, you will always have a far easier time creating nice organic arcs and a more pleasing realistic motion. You'll have far more control, and have to take much less aspirin during the polishing phase of your scene.

One caveat to that is if you have a small prop, such as a pencil or something that wouldn't take the strength of the wrist to move. In that case, I'd recommend constraining the pencil TO the hand, rather than the other way around. The fingers will be doing far more of the work, in that case, and the arcs of the pencil will likely have little to do with the arcs of the hand...

Okay, that's it. Have a great month, keep the emails comin' (tipsandtricks@animationmentor.com), and keep having FUN!!!!

Book Showcase: Now You've Done It
By Andrew Bell

Bio of Andrew Bell
I am a 28 year old male living and working in Brooklyn, NY. I am indeed a 'professional' artist! I make a living primarily from the sales of my artwork and related merchandise such as prints, toys, t-shirts and the book featured here. I run a small studio called Dead Zebra, Inc. Prior to going solo I spent several years as a senior designer at Nickelodeon.




Animation Mentor:
What inspired you to create the book?

Andrew Bell:
I wanted to give people a way to take my work off of their computer screens and into their real lives, where they can enjoy it freely and share it with friends and family. I was also driven by the desire to expand into as many mediums as possible, print being a logical choice for my little monster illustrations.



Animation Mentor:
Tell us about the book.

Andrew Bell:
It's basically a 'best of' collection of creature drawings and related captions from the last few years. There are a few chapters which divide the book into varying styles and mediums. Towards the back of the book are a few pages detailing some of my original and custom toy design, including some behind the scenes information on the process. I always find that sort of thing interesting! The book clocks in at 192 pages, and is a convenient 6 inches by 6 inches. It is made of paper. It weighs 9.5 ounces.




Animation Mentor:
Is there a process that you go through to create your characters? Do you improve their design or do you have a vision in your head already and you know how you want them to look?

Andrew Bell:
Most of my characters are one-offs, there is little room for design improvement as I am usually scrambling to finish up a drawing before midnight when it is supposed to go 'live' on my website. I keep a 4"x 6"sketchbook where I fill the pages with small quick doodles of concepts and ideas for the future. The basic design elements are worked out there, but the character isn't fully assembled until I am doing the actual final drawing. Some characters I revisit, but I often find that my first sketch is usually the best, and any 'improvements' I attempt to make end up taking away some of the original energy and flow.




Animation Mentor:
What kind of drawing tools do you use? Pens, pencils, markers?

Andrew Bell:
Hard pencils for sketching, and then mostly Microns on bristol and marker. I used to use notecards and roller-balls, but they stopped making my favorite rollerballs so I've been forced to upgrade! I also do some work on the computer, primarily in Adobe's Illustrator.




Animation Mentor:
Do you have any additional tips to share with our readers?

Andrew Bell:
Probably the same sort of tips they have heard time and time again!
Practice plenty, draw traditionally even if you'd rather be using the computer, and don't be afraid to try something you've never done before!
Finally, and this is a big one, do yourself a favor and read up on or take a class in art based business and marketing, it will come in handy for the rest of your life and career.




Animation Mentor:
Where can readers buy your book? Any other websites you may have.

Andrew Bell:
"Now You've Done It" is available at the Dead Zebra, Inc shop for $13 plus shipping.
http://shop.deadzebra.com
It can also be found at a handful of book, toy and specialty retailers around the US.

My main illustration project, 'The Creatures in my Head' can be found at:
http://www.creaturesinmyhead.com

My toys reside at:
http://www.dyzplastic.com

And finally my shop and other artwork can be found at:
http://www.deadzebra.com


December US Movie Releases
Your inside guide to US movie releases and the visual effect companies who made movie magic.
Charlotte's Web
U.S. Release Date: December 15, 2006

Visual Effects Studios:
Tippett Studio
Rhythm and Hues
Rising Sun Pictures
Digital Pictures Iloura
Fuel International


Synopsis:
Based on E.B. White's classic all-time best selling children's tale, the film follows Charlotte the spider who weaves words into her webs to save the life of her friend Wilbur the pig.
Eragon
U.S. Release Date: December 15, 2006

Visual Effects Studios:
Industrial Light & Magic

Synopsis: In his homeland of Alagaesia, a farm boy happens upon a dragon's egg -- a discovery that leads him on a predestined journey where he realized he's the one person who can defend his home against an evil king.
Night at the Museum
U.S. Release Date: December 22 , 2006

Visual Effects Studios:
Rhythm and Hues
The Orphanage
Rainmaker Animation & Visual Effects


Synopsis: A bumbling security guard at the Museum of Natural History accidentally lets loose an ancient curse that causes the animals and insects on display to come to life and wreak havoc.
Arthur and the Invisibles
U.S. Release Date: December 29, 2006

Visual Effects Studios:
Industrial Light & Magic

Synopsis: Ten-year-old Arthur, in a bid to save his grandfather's house from being demolished, goes looking for some much-fabled hidden treasure in the land of the Minimoys, a tiny people living in harmony with nature.