2008年12月9日星期二

Pixar的动画总监和指导们教你怎样做动画的Demo

英文源自Pixar官方网站的FAQ。
And in an effort to hit you with even more information, below are some quotes from our Directing and Supervising Animators about what they like to see in reels:

“I’d rather see 15 seconds of amazing animation than 3 looooooooooong minutes of an unwatchable film. Those 3 minutes can feel like an eternity if everything isn’t perfect.”

“You’re applying for Animation? Well–show me good animation! Show me acting. Show me thinking. Show me a character that is alive. I don’t care about lighting, modeling, shading, particle effects, or how clever you are. Blow me away with something I’ve never seen. An original character with a distinct personality!”

“Do you draw? Are you a good designer? That’s great! Make sure it’s in your computer animation as well!”

“Animation. Computer. Drawn. Stop Motion. Sand under glass. If your reel kicks arse, we may hire you regardless of the medium. We don’t want to see only computer stuff.”

“Keep your reel short n’ sweet. We watch a lot of these things in reel review so if there’s weird, older, not-so-good stuff at the beginning we might pull the tape out before your great stuff! We don’t need to see where you came from–we need to know how good you are right now. Edit down to your best stuff.”

” The classic animators were inspired by real life and all of the other films around them. And so are we. We’re not looking to hire Animation Nerds. We want people who draw from their own other experiences, from live action, and yes, from the Old Masters!”

2008年12月8日星期一

Tricks to Animating Characters with a Computer

John Lasseter
Pixar
Reference: These notes come from Course 1 at SIGGRAPH 94, "Animation Tricks".


Abstract
Keyframes
2-D VS. 3-D
WEIGHT & SIZE
THE THINKING CHARACTER
MOVING HOLDS
EMOTION
READABILITY OF ACTIONS
A STORY TRICK
ASK WHY
REFERENCES
Animation Notes from Ollie Johnston
--------------------------------------------------------------------------------
ABSTRACT

When I presented the first animation I had created with a computer, "The Aventures of André and Wally B.," at Siggraph ‘84, a number of people asked me what cool new software I had used to achieve such believable characters. I explained to them that the software was a keyframe animation system, not much different in theory than other systems that were around then. What was different was that I was using basic animation principles that I had learned as a traditional animator. It was not the software that gave life to the characters, it was these principles of animation, these tricks of the trade that animators had developed over fifty years ago. I was surprised at how few people in the computer animation community were aware of these principles.
Traditional animation is basically one trick after another. Whatever it takes to get it working right on the screen is fair game. It should be the same in computer animation. At Pixar, we constantly use tricks, old and new, to get what we need on the screen. In this talk, I will give away a few trade secrets that will be useful to anyone attemping to animate characters with computers, regardless of the software they are using.

KEYFRAMES
Most commercially available computer animation systems are based on animating with keyframes. At first, this seems like the same thing as keyframes in traditional hand-drawn animation, but it is slightly different, and therefore, you should approach your animation differently. In hand-drawn animation, you work on the basic poses of the scene first, drawing poses of the entire character so the timing and acting can be worked out with a minimum of drawings created. Once the poses are finalized, then the inbetween drawings are created to complete the action. With computer animation, keyframes are values at certain frames for the articulation controls of a model, which are usually set up in a hierarchy. The computer calculates the inbetweens values based on a spline curve connecting the keyframe values.
When I first began animating with a computer, I was used to hand-drawn animation and thought a keyframe in one medium was the same as the other. So I worked on one complete pose, went ahead a few frames, then worked on the next pose. Well, the inbetweens produced by the computer were completely useless. I ended up having a keyframe at every frame to get the results I desired.
With computer animation, I learned to work down the hierarchy of the model, and as I went, created separate keyframes for the different controls at each level of the hierarchy. I found that controls at some levels needed only a few keyframes where some at other levels needed keyframes on practically every frame. I also found that I used far fewer keyframes overall and the inbetween values that the computer would interpolate for me were far more useful. The important thing with this approach is to have a clear idea of the action you want to achieve before you start. Plan out the action with thumbnail sketches and plot timing ideas on an exposure sheet. Have these next to you as you block out the basic animation. You will find that you will always refer back to these.


2-D VS. 3-D
One of the biggest differences between hand-drawn animation and computer animation is the fact that computer animation is truly three dimensional. The first run cycle I ever animated on the computer looked great from the side view, but when I looked at it from the front, the arms were going through the body and the knees were bending the wrong way. From then on I always animated with two views of my character always showing, so that I could always tell if the animation was working from all sides.
Since computer animation is truly 3-D, you can re-use the animation of a scene or parts of the animation and not tell that it is the exact same motion. Many times, if you simply look at a scene of animation from a different camera angle, it will look completely different. Sometimes, it may seem too similar, so just vary the timing of the motion or change the motion of an arm or head and it will cease to resemble the original. This is great for crowd shots, where the re-use of animation is an easy way to keep the crowd alive.


WEIGHT & SIZE
The computer gives the ability to create images that look absolutely real. Especially with the latest techniques in rendering, texture mapping, ray tracing and radiosity, you can make an object look just like it’s made of marble or rubber or whatever you wish. But to make it look like marble or rubber when it is in motion, has very little to do with the way the object is rendered. It has everything to do with the way the object is animated. It is animation that gives an object its physical properties. More that anything else, the timing of the movement of an object defines the weight of that object.
Two objects, identical in size and shape, can appear to have two vastly different weights by manipulating timing alone. The heavier an object is, the greater its mass, and the more force that is required to change its motion. A heavy body is slower to accelerate than a light one. It takes a large force to get a bowling ball moving; but once moving, it tends to keep moving at the same speed and requires some force to stop it.
When dealing with heavy objects, one must allow plenty of time and force to start, stop or change their movements, in order to make their weight look convincing. Light objects have much less resistance to change of movement and thus require much less time to start moving. The flick of a finger is enough to make a balloon accelerate away. When moving, it has little momentum and even the friction of the air quickly slows it up.
The way an object behaves on the screen, the effect of weight that it gives, depend mostly on the spacing of the poses and less on the poses themselves. Again, no matter how well rendered a bowling ball may be, it does not look like a bowling ball if it doesn’t behave like one when it is animated.
The proper timing of a motion can also contribute greatly to the feeling of size and scale of an object or character. A giant has much more weight, more mass, more inertia than a normal man; therefore he moves more slowly. Like a bowling ball, he takes more time to get started and once moving, takes more time to stop. Any changes of movement take place more slowly. Conversely, a tiny character has less inertia than normal, so his movements tend to be quicker.


THE THINKING CHARACTER
When animating characters, every movement, every action must exist for a reason. If a character were to move about in a series of unrelated actions, it would seem obvious that the animator was moving it, not the character itself. All the movements and actions of a character are the result of its thought process. In creating a "thinking character," the animator gives life to the character by connecting its actions with a thought process. Walt Disney said, "In most instances, the driving forces behind the action is the mood, the personality, the attitude of the character—or all three. Therefore, the mind is the pilot. We think of things before the body does them."
To convey the idea that the thoughts of a character are driving its actions, a simple trick is in the anticipation; always lead with the eyes or the head. If the character has eyes, the eyes should move first, locking the focus of its action a few frames before the head. The head should move next, followed a few frames later by his body and the main action. The eyes of a character are the windows to its thoughts; the character’s thoughts are conveyed throught the actions of its eyes.
If the character has no eyes, such as an inanimate object like a Luxo lamp, it is even more important to lead with the head. The number of frames to lead the eyes and head depends on how much thought precedes the main action. The animator must first understand a character’s thought process for any given action. Consider a character wanting to snatch some cheese from a mouse trap; the eyes will lead the snatch by quite a bit because this is a big decision. The character needs time to think, "...Hmm...This looks tricky, is this cheese really worth it or is it just processed American cheese food?...Oh what the heck...," he decides, and snatches the cheese.
Conversely, if the action is a character ducking to miss a low flying sheep, the anticipation of the eyes leading the action should be just a couple of frames. "What the...," and the next thing, he is spitting wool out of his mouth.
The only time that the eyes or head would not lead the action would be when an external force is driving the character’s movements, as opposed to his thought process. For example, if that character was hit in the back by the low flying sheep, the force of the impact would cause the body to move first, snapping the head back and dragging it behind the main action of the body.

MOVING HOLDS
In hand-drawn animation, it is very common to animate an action, then slow into a pose and hold the drawing of that pose for several frames, then move into action again. Being two dimensional animation, the action stays alive even with the use of held drawings. The same goes for puppet and clay animation. But in 3-D computer animation, as soon as you go into a held pose, the action dies immediately. I’ve seen it happen with every animator that came out of traditional animation.
It must be the combination of the dimensional, realistic look and the smooth motion (usually on "ones") that makes a hold cause the motion to die. The eye picks it up immediately, it begins to look like robotic motion. To combat this, use a "moving hold." Instead of having every part of the character stop, have some part continue to move slightly in the same direction, like an arm, a head, or even have the whole body.
Even the slightest movement will keep your character alive. Sometimes an action that feels believable in traditional animation, looks too cartoony in computer animation. Because of the realistic look of computer animation, an animator need to be aware of how far to push the motion. The motion should match the design of the character and the world. Animating very cartoony motion with lots of squash and stretch on a realistic looking object may not look believable, as would realistic motion on a caricatured object.
This is the pitfall of using motion capture devices to create final animation. Motion capture from human actors will always look realistic... for a human. But apply that motion to a chicken and it will look like a human in a chicken suit. You can use the motion capture data as a starting place, tweak the timing and poses to make it more caricatured, then apply it to the chicken and the motion will match the design of the character.

EMOTION
The personality of a character is conveyed through emotion and emotion is the best indicator as to how fast an action should be. A character would not do a particular action the same way in two different emotional states. When a character is happy, the timing of his movements will be faster. Conversely, when sadness is upon the character, the movements will be slower. An example of this, in Luxo Jr., is the action of Jr. hopping. When he is chasing the ball, he is very excited and happy with all his thoughts on the ball. His head is up looking at the ball, the timing of his hops are fast as there is very little time spent on the ground between hops because he can’t wait to get to the ball.
After he pops the ball, however, his hop changes drastically, reflecting his sadness that the object of all his thoughts and energy just a moment ago is now dead. As he hops off, his head is down, the timing of each hop is slower, with much more time on the ground between hops. Before, he had a direction and a purpose to his hop. Now he is just hopping off to nowhere. 1
To make a character’s personality seem real to an audience, he must be different than the other characters on the screen. A simple way to distinguish the personalities of your characters is through contrast of movement. No two characters would do the same action in the same way. For example, in Luxo Jr., both Dad and Jr. bat the ball with their heads. Yet Dad, who is larger and older, leans over the ball and uses only his shade to bat it. Jr., however, is smaller, younger, and full of energy, he whacks the ball with his whole shade, putting his whole body into it. 1


READABILITY OF ACTIONS
Proper timing is critical to making ideas readable. It is important to spend enough time (but no more) preparing the audience for: the anticipation of an action; the action itself; and the reaction to the action (the follow through). If too much time is spent on any of these, the audience’s attention will wander. If too little time is spent, the movement may be finished before the audience notices it, thus wasting the idea.
The faster the movement, the more critical it is to make sure the audience can follow what is happening. The action must not be so fast that the audience cannot read it and understand the meaning of it. 4
To make sure an idea or action is unmistakably clear, the audience’s eye must be led to exactly where it needs to be at the right moment, they must not miss the idea or action. Timing, as well as staging and anticipation are all integral to directing the audience’s eye. A well-staged anticipation will be wasted if it is not timed properly. 1
It is important that only one idea is seen by the audience at a time. If a lot of action is happening at once, the eye does not know where to look and the main idea will be overlooked. The object of interest should be significantly contrasted against the rest of the scene. In a still scene, the eye will be attracted to movement. In a very busy scene, the eye will be attracted to something that is still. Each idea or action must be timed and staged in the strongest and simplest way before going on to the next idea or action. The animator is saying, in effect, "Look at this, now look at this, and now look at this." 3
In most cases, an action should not be brought to a complete stop before starting another action; the second action should overlap the first. This slight overlapping maintains a flow and continuity between whole phrases of actions.
In Luxo Jr., it was very important that the audience was looking in the right place at the right time, because the story, acting and emotion was being put across with movement alone, in pantomime, and sometimes the movement was very subtle. If the audience missed an action, an emotion would be missed, and the story would suffer. So the action had to be timed and paced so that only Dad or Jr. was doing an important action at any one time, never both. In the beginning of the film, Dad is on-screen alone and your eye is on him. But as soon as Jr. hops on-screen, he is moving faster than Dad; therefore the audience’s eye immediately goes to him and stays there.
Most of the time Jr. is on-screen, Dad’s actions are timed to be very subtle, so the attention of the audience is always on Jr. where most of the story was being told. If Dad’s actions were important, Jr.’s actions were toned down and Dad’s movements were emphasized then the attention of the audience would transfer to Dad. For example, when Jr. looks up to Dad after he’s popped the ball and Dad shakes his head, all eyes are on Jr. 1


A STORY TRICK
In storytelling, the timing of ideas and actions is important to the audience’s understanding of the story at any point in time. It is important that the animation be timed to stay either slightly ahead of the audience’s understanding of what’s going on with the story, or slightly behind. It makes the story much more interesting than staying even with the audience. If the animation is too far ahead, the audience will be confused; if the animation is too far behind, the audience, will get bored; in either case, their attention will wander.
Action timed to be slightly ahead of the audience adds an element of suspense and surprise; it keeps them guessing about what will happen next. An example of this is at the beginning of Luxo Jr. Dad is on-screen, alone and still; the audience believes they are looking at a plain inanimate lamp. Unexpectedly, a ball comes rolling in from off-screen. At this point, both Dad and the audience are confused. The audience’s interest is in what is to come next.
When the action is timed to be slightly behind the audience, a story point is revealed to the audience before it is known to the character. The entertainment comes in seeing the character discover what the audience already knows. Another application of this is with a dim-witted character who is always behind; the audience figures it out before he does.
Many of these tricks can be used in concert in any given scene in order to achieve the strongest impact on an audience. At the end of the dream sequence in Red’s Dream, Red juggles three balls and catches them with a big finish; the crowd explodes into wild applause, and Red takes his bows. Slowly the circus ring dissolves to the interior of the bike shop, the sound of the applause fades into the sound of rain, and Red, unaware, continues to take his bows. At this point, the audiences has not caught on to what is happening because the timing of the action is slightly ahead of the audience. As the room appears, so does the large”50% OFF” tag hanging from Red’s seat. The animation of the tag is timed to be light in weight; it flops around more actively than anything else in the scene. This contrast of action directs the audience’s attention to the tag which is a subtle reminder that Red is still in the bike shop. The audience is now ahead of the character and watches Red discover where he really is. Red’s actions were timed to be slow, accentuating his sad emotion. Timing made the story points clear, the emotion stronger, and the character’s actions were a result of his thought process; thus, the scene has a strong impact on the audience.


ASK WHY
In every step of the production of your animation, the story, the design, the staging, the animation, the editing, the lighting, the sound, etc., ask yourself why? Why is this here? Does it further the story? Does it support the whole? To create successful animation, you must understand why an object moves before you can figure out how it should move. Character animation isn’t the fact that an object looks like a character or has a face or hands. Character animation is when an object moves like it is alive, when it looks like it is thinking and all of its movements are generated by its own thought process. It is the change of shape that shows that a character is thinking. It is the thinking that gives the illusion of life. It is the life that gives meaning to the expression. 3 As Saint-Exupéry wrote, “It’s not the eyes, but the glance - not the lips, but the smile...” 2
Every single movement of your character should be there for a purpose, to support the story and the personality of your character. It is animation after all and any kind of motion is possible, and in the world of your story any kind of rules can exist. But there must be rules for your world to be believable. For example, if a character in your story can’t fly and then all of a sudden he can fly for no reason, your world and story will lose credibility with your audience. The movement of your character and the world of your story should feel perfectly natural to the audience. As soon as something looks wrong or out of place, your audience will pop out of your story and think about how weird that looked and you’ve lost them. The goal is to create a personality of a character and a storyline that will suck your audience in and keep them entertained for the length of your film. When a film achieves this goal, the audience will lose track of time and forget about all their worldly cares. For all that any audience truly wants is to be entertained.



REFERENCES
1. Lasseter, John, "Principles of Traditional Animation Applied to 3D Computer Animation," SIGGRAPH ’87, Computer Graphics, Vol. 21, No. 4, pp. 35-44, July, 1987.
2. Saint-Exupéry, Wind, Sand and Stars, Harcourt, Brace and Co., New York, 1932.
3. Thomas, Frank and Johnston, Ollie, Disney Animation— The Illusion of Life, Abbeville Press, New York, 1981.
4. Whitaker, Harold and Halas, John, Timing for Animation, Focal Press, London, 1981.
Main Animation Page HyperGraph Table of Contents. HyperGraph Home page.
Last changed March 13, 1999, G. Scott Owen, owen@siggraph.org

2008年12月6日星期六

THE 12 BASIC PRINCIPLES OF ANIMATION

Paraphrased by Nataha Lightfoot from the "Illusion Of Life" by Frank Thomas & Ollie Johnston.(pp.47-69) Look these up and read the original version for a complete understanding.

1.Squash and stretch
2.Anticipation
3.Staging
4.Straight Ahead Action and Pose to Pose
5.Follow Through and Overlapping Action
6.Slow In and Slow Out
7.Arcs
8.Secondary Action
9.Timing
10.Exaggeration
11.Solid Drawing (same or different as Weight)
12.Appeal

# 1 SQUASH AND STRETCH
This action gives the illusion of weight and volume to a character as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is required in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all forms of character animation from a bouncing ball to the body weight of a person walking. This is the most important element you will be required to master and will be used often.
#2 ANTICIPATION
This movement prepares the audience for a major action the character is about to perform, such as, starting to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic effect can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.
#3 STAGING
A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.
#4 STRAIGHT AHEAD AND POSE TO POSE ANIMATION
Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.
#5 FOLLOW THROUGH AND OVERLAPPING ACTION
When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.
#6 SLOW-OUT AND SLOW-IN
As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.
#7 ARCS
All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs.
#8 SECONDARY ACTION
This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.
#9 TIMING
Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others.
#10 EXAGGERATION
Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated
#11 SOLID DRAWING
The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time.
#12 APPEAL
A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.

2008年12月3日星期三

迪士尼动画家的30项建议

1. Don’t illustrate words or mechanical movements. Illustrate ideas or thoughts, with the attitudes and actions.
2. Squash and stretch entire body for attitudes.
3. If possible, make definite changes from one attitude to another in timing and expression.
4. What is the character thinking?
5. It is the thought and circumstances behind the action that will make the action interesting. Example: A man walks up to a mailbox, drops in his letter and walks away. OR A man desperately in love with a girl far away carefully mails a letter in which he has poured his heart out.
6. When drawing dialogue, go for phrasing. (Simplify the dialogue into pictures of the dominating vowel and consonant sounds, especially in fast dialogue.
7. Lift the body attitude 4 frames before dialogue modulation (but use identical timing on mouth as on X sheet).
8. Change of expression and major dialogue sounds are a point of interest. Do them, if at all possible, within a pose. If the head moves too much you won’t see the changes.
9. Don’t move anything unless it’s for a purpose.
10. Concentrate on drawing clear, not clean.
11. Don’t be careless.
12. Everything has a function. Don’t draw without knowing why.
13. Let the body attitude echo the facial.
14. Get the best picture in your drawing by thumbnails and exploring all avenues.
15. Analyze a character in a specific pose for the best areas to show stretch and squash. Keep these areas simple.
16. Picture in your head what it is you’re drawing.
17. Think in terms of drawing the whole character, not just the head or eyes, etc. Keep a balanced relation of one part of the drawing to the other.
18. Stage for most effective drawing.
19. Draw a profile of the drawing you’re working on every once in a while. A profile is easier on which to show the proper proportions of the face.
20. Usually the break in the eyebrow relates to the highpoint of the eye.
21. The eye is pulled by the eyebrow muscles.
22. Get a plastic quality in face — cheeks, mouth and eyes. 23. Attain a flow thru the body rhythm in your drawing.
24. Simple animated shapes.
25. The audience has a difficult time reading the first 6-8 frames in a scene.
26. Does the added action in a scene contribute to the main idea in that scene? Will it help sell it or confuse it?
27. Don’t animate for the sake of animation but think what the character is thinking and what the scene needs to fit into the sequence.
28. Actions can be eliminated and staging "cheated" if it simplifies the picture you are trying to show and is not disturbing to the audience.
29. Spend half your time planning your scene and the other half animating.
30. How to animate a scene of a four-legged character acting and walking: Work out the acting patterns first with the stretch and squash in the body, neck and head; then go back in and animate the legs. Finally, adjust the up and down motion on the body according to the legs.