I was lucky enough to be trained in house as an animator at Cosgrove Hall. Nine of us (3 groups of 3) where taught on a 3 month intensive training course led by the great Barry Purves. Barry was a great teacher and his tuition has always stood me on solid ground throughout my career.
At the end of the course he gave us each a list of "hopefully helpful hints", which I've decided to share. I feel like I'm giving away a big secret, so if you ever reprint or pass them on make sure you credit them to Barry!
BARRY'S
HOPEFULLY HELPFUL HINTS
1- WHY? This is possibly the most important thing to ask before you start
anything. Animation is not a matter of how things move, but more about why they
move. What is being expressed. What story is being told. What is the
motivation, and what is the emotion. Why is something moving. Answer that
before moving on.
2 - Firstly make sure that your puppet, object is up to the task. Will it fall
to pieces with too much handling? Check everything about the puppet before
starting. Is it well secured to the set.
3 - Is everything secured to the set that needs to be. Nothing is going to
wobble as you brush past it. Can you get in to reach the puppet. Is the camera
in the way of your access?
4 - Are you aware of the accurate frame shape.
5 - Have you done your homework about the shot. Do you know exactly what needs
to be expressed. Do you know where this shot comes in the story. Do you know
what happened in the previous shot, and in the incoming shot. Do you know how
many frames you have available, and have you paced the shot? Try and write
everything down if you can.
6 - More often than not, start with a tiny move - ease into every action.
Nothing ever starts at full speed.
7 - Likewise, always finish with one more than you think necessary tiny move.
This will soften things. Nothing ever comes to an immediate halt.
8 - Anticipate a move or gesture - don't start with a jerk. A couple of frames
or so in the other direction is always effective. Likewise when you stop a
movement, a few frames in the other direction often help.
9 - Do not start everything at the same time. Remember things will try to stay
where they are, and will have to catch up after a few frames. The trick of
leaving one thing in the same place as everything else moves always works.
Think of a whiplash effect.
10 - Likewise, things do not want to stop moving once they have started. Do not
stop everything at the same time.
11 - Always ask yourself, where is the movement, the energy starting from. What
is the last bit to get this energy, and what is the last bit to lose this
energy. Again keep thinking, why is anything moving.
12 - Keep the eyes focused on something the whole time, unless being
deliberately unfocussed. Lead with the eyes, or deliberately trail behind. The
eyes are the main motivation for any movement. Keep the head especially focused
when walking - don't let the head wobble about too much.
13 - Don't get bogged down with the idea of a walk cycle. No-one actually walks
in a cycle. Characters walk for a reason, to get somewhere, and with some
expression. A cycle implies something mechanical.
14 - Do not be afriad of large quick movements - if you feel a movement is
perhaps too big, try moving slowly alongside it. this seems to make the big
move look deliberate and balance things out.
15 - Extremely large movements work well if use a few frames to soften them at
the end. If doing a huge movement, keep something in the same place - this
helps to keep the action planted and readable.
16 - Keep movements soft and fluid - let things flow into each other, just
allowing enough time for the strong pose to read. Keep movements clean and
clear. As a suggestion, always do one telling gesture instead of two less clear
gestures.
17 - Clearly let a gesture be read by the camera. Don't do something important
if it is hidden by the body. Always be aware of the camera and the composition
within the frame.
18 - Adjust the subtly of performance to whether the shot is a close-up or a
wide shot, and so on. It's important to always remember how big a move is in
terms of the travel in the actual frame.
19 - Don't even try to use real life timing as a guide. We are not dealing with
realistic actions. We need to emphasise certain things more and this effects
our timings. Rotoscoping, I'm afraid, is not relelvent to animation.
20 - Don't do anything half hearted - let us see a gesture. Make sure you have
enough frames for it to read clearly. If you only have a few frames it is
probably not worth doing it. Don't dither with fussy cluttered gestures.
21 - Always think ahead to where your character will be in 12 frames. Have you
allowed enough frames to get there. Is the choreography of the body worked out
to get into the next pose simply. Think ahead.
22 - If it helps, use the bar sheets to draw some simple stick figures to work
out the choreography. The puppet may dictate to some extent what it will do,
but it is important to have a pose to aim for, and by a certain frame. Plan as
much as you can.
23 - Don't depend on the technology too much. Monitors are good for framing and
composition, but feel the puppet moving in your hands. Internalise any
movements before you start. Work out what is going where. Try to make the
acting instinctive, and give it a shape and a flow. Think of the whole
'sentence' rather than the actual 'letters'.
24 - I'd discourage any notion of shooting in double frames. You would not want
to write with half the letters in the alphabet, or play the piano with half the
keys taken away.
25 - Always be aware of the previous and forthcoming shots, so you can match
the speed and emotion. Don't ever think of a shot as a complete story. Lead
into the next shot, make things flow. Don't let things come to a pause at the
end of a shot. Try to think of the whole picture of a scene, not just the
individual shot you are working on.
26 - Listen to the rhythm of a voice or music, and find the phrasing. I'd be
careful about over-emphasising lip-synch. It's the eyes we watch not the mouth.
Give the impression of lip-synch rather than open-close on every syllable.
27 - If you have several characters in a scene, work out who the main one is,
and don't distract from him. stage it so that the focus is clear. Try not to
have several characters being busy at the same time. It's OK to have moments of
stillness. AS you start a shot, don't suddenly have a mass of movement that
slows down towards the end of a shot. pace a shot - don't do all the
interesting things at the start when you are fresh.
28 - If you are working with several characters, try and find an order in which
to animate them and stick to it.
29 - I find it always helps to click the camera myself - I then clearly know
that that frame has been taken, and I can move forward.
30 - Do not start a shot without knowing what the characters are going to do.
31 - If you are not happy with how a shot is going, start again as soon as
possible before getting yourself in a mess and wasting time and film. Remember
the real world is full of ghastly schedules and budgets.
32 - Try not to over-do the blinking. Blinking is basically a form of
puncuation; the finishing of one gesture and being ready for the next one.
33 - Likewise, I'd avoid the Disney ducking of the head and body before a movement.
Anticpate but not so exaggerated.
34 - Set yourself a speed when you are filming and keep to it. One second in
half an hour is good.
35 - Concentrate and try to complete a shot in one session. If you come back
after lunch you can guarantee you, and thence the character, will be in a
different mood and a different speed.
36 - Enjoy it
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