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Making Decisions in Animation
I've recently completed a short animation test using Spiderbot- a rig generously provided to the public by Ali Tezel. Spiderbot was a treat to animate with- great design and simple controls! Thanks, Ali!
Here is the final shot:
I made a conscious effort to preserve the various stages of my decision-making process. I've detailed my process below.
A necessary caveat: The following only one of many, many, many ways to think about a shot.
1) Blocking Pass (download)-
At this point I've done some planning/sketching. I have some idea of what I want to do- but I'm also playing. I see many of my ideas through- but I am trying to only animate what I absolutely HAVE TO to get my idea across. The following are the ideas I am trying to convey:
- Oblivious- charge forward
- Surprised- hits wall
- Testing- nudges the wall
- Examining- looks around
- Understanding- sees the wall
- Futility- rigorous scramble fails
- Determination- tries to make a bold extension over the wall
- Desperation- fires gun to get up
2) Revised Blocking Pass (download)-
I am still open to larger changes at this point, but I am NOT CHANGING MY PREMISE. I am fighting the urge to completely re-block or revamp my entire animation. I know I will always be thinking of fresh ideas, but I've gone down the path of constant reworking before- it can become a self destructive process of never finishing an idea. My main changes and why:
- I decide the TESTING and EXAMINING moments are too similar. So I try replacing TESTING with CONFUSION- instead of nudging the wall the robot keeps walking into it.
- I try to strengthen the UNDERSTANDING moment by adding a miniature take (surprised small jump).
- I want to tell my story as efficiently as possible. I am looking for opportunities to CUT and MERGE actions- so I merge my SCRAMBLE with the FINAL EXTENSION instead of having them as separate actions.
- Feedback from friends tells me the ending does not read. I decide to make it much more pronounced- falling on the gun barrel and blasting way up into the sky.
3) Refined Blocking Pass (download)-
I am trying to strengthen poses and finalize main ideas.
- The ending lacks suspense and texture- I extend the robot's last push to emphasize DESPERATION by having him get into a more precarious position (out balancing on only two legs).
4) Spline Pass (download)-
Adding interpolation would seem like a time to add nuance and complexity to a shot, but I primarily use this pass to SIMPLIFY.
- I CUT the TESTING/EXAMINING section (walking into the wall a second time). I may enjoy this character moment, but it isn't necessary to tell my story. The audience knows the situation as soon as the robot hits the wall- and if I'm not providing new information I will bore people. How the robot climbs the wall is the main conflict.
- I CUT the UNDERSTANDING section (small take jump). Same reason as above.
5) Spline/Polish Pass (download)-
Making sure all of my ideas read and adding any last fun moments.
- I ADD an initial gunfire so the audience understands the "tools" available to the character. Many viewers were still confused by new elements at the last moment.
- I extend the moment of precarious balance and desperation with an extra stretch- trying to solidify the idea of desperation.
6) Render Pass (download)-
This is not just streamers and cool effects- I use this pass to further clarify ideas.
- I blink the light on the robot's head to indicate when he will fire. This way I can further clarify and anticipate the sudden ending.
- I add the large laser blasts to further clarify the volatility of the gunshots.
Hope this is helpful! There are obviously many other things that go on when thinking about a shot- this was a very general overview.
Feel free to ask questions or demand clarification in the comments section.
-Tom