I have studied character performance and motion in particular over the weeks by watching a lot of Dreamwork's Animations (Favourite studio) to see what they do to make their characters look alive. Here's what I've picked up on:
- Constantly moving, even when they're static (i.e. chest moving in out to simulate breathing)
- Facial expressions always moving (our facial muscles are always doing something)
- Not so much anticipation and overlap visible as they're trying to keep the character's movements realistic enough that exaggeration isn't required.
- Constantly performing (Just because the focus isn't always on a certain character doesn't mean their expressions should stop as well)
- Subtle is sometimes the most effective.
Jack Frost: Rise of the Guardians- One advantage for animator's..... he flies. Therefore the lucky devils didn't have to deal with the weight factor so much. Challenges: Cloth and hair simulation, oh and the subtle addition put into the feet that allows the muscles to flatten outwards slightly when he's walking.
Hiccup: How to Train Your Dragon- Obviously, the facial expressions! He's also a spindly character which means his weight is minute so the animator's can basically chuck him around the screen and there's no additional fat to have to move around. Challenges: Same as Jack. Hair and Cloth simulation. Luckily they didn't have to deal with feet this time around as Hiccup had shoes.
Even though these two films are only a couple of years apart, I can already see the massive leaps in technology. Rise of the Guardians used a complex particle system to create Sandman's golden dream sand as well as Pitch's black sand. Then there's also the way they created prosthetic skin which they scanned in to give the character's more translucent skin.
No comments:
Post a Comment