DreamWorks veteran Sébastien Wojda provides his expert tips for creating better character animation.
10 killer tips for better character animation
Monday, September 7th, 2015  | Article by Sébastien Wojda
1. Record video reference right
After deciding how to stage your character to maximize appeal and clarity, record video reference of you or a colleague acting out the shot. Make sure the camera angle is the same as in your shot, so that you know if the silhouette of the character will read clearly, and act using clear gestures.
While youâre recording, think about original ways to perform the shot. Do a lot of different takes, choose a few of the best, and use them as guides to film yourself again. This usually helps to get a clearer performance.
When youâre satisfied, import the video reference into your shot and synchronize it with the dialogue or audio.
2. Prepare your shot properly
Once that you have planned your animation, think about the controllers youâre going to use. Place the characterâs global control in a position that enables you to use as few controls as possible. Itâs better to use only translate Z to get the character to go forwards than to need to use both translate X and translate Z.
Itâs also better to get the follow on the head set up in World mode, so whenever the character rotates its body, the head stays in the same position. This avoids the need for counter animation. Itâs the same with the arms: set them up in Local mode only for physical shots, when the character is going to move a lot.
Use IK only for contact poses: otherwise stay in FK mode. It might be faster to block out a movement with IK, but itâs painful to deal with the inbetweens later in order to get the result to look believable.
3. Block out using step interpolation.
Based on your reference, block out your shot using step mode for interpolation (in Maya, Constant interpolation). Determine from your video reference which poses are key blocking poses, and try to place those keys on even-numbered frames so that itâs easier to add inbetweens and breakdowns later on.
4. Interpret the video reference: donât just recreate it.
When posing the main keys, always remember which controls you used, and make sure that you always use the same ones so that you donât end up with one control counter-animating another.Most of the time youâre going to have to exaggerate the poses to add more energy to your animation. Hide everything that could be distracting, like clothing, to really focus on the motion of the characterâs body.
5.Get the order right when switching to spline interpolation
When going from step to spline interpolation (in Maya, Bezier interpolation mode), always start with the bodyâs translate Y control (up/down) in order to get the weight right. This is the most important requirement for a good animation. If possible, hide the other parts of the character â the head, arms and legs â so that itâs easier to focus on the main movements, then keep working on the body using translate X and Z and rotations.When you get the body moving in a believable way, work on the head with just keep the head and body visible; then the arms; and finally the legs. Depending on the length of your shot, work in small chunks: for example, 24 frames at a time. Itâs easier to focus on small portions of the animation, and it looks less overwhelming. Always keep a video of the step-interpolated version of your shot to compare with your spline-interpolated version, and try to keep the same energy in the animation.Â
6. Use shark fin curves for facial animation
For facial animation, itâs sometimes good to use a type of curve called the âshark finâ, which helps to simulate rapid movements, like those of the eyebrows and lips.
If you look at the image above, you can see the movement starts quickly (1) before slowing down, creating a strong attack. This also works well with the eyelids. I also like to stop a movement before continuing it again, as you can see between points (2) and (3), so that the timing of the animation doesnât look too even.Every part of the face moves really fast, especially the eyes, so try to get their movements to happen in one or two frames; three if the spacing is really big.
(Click on the link above to see the last four tips!)

















