3D ANIMATION BASICS 01
For the next instalment of our Basics series, we will start to examine the various forms of animation that abound in 3D software
Mike Griggs takes us through some initial animation basics and how to avoid the most common mistakes
If you’re new to CGI, you may feel that there are far too many tools to choose from in a dizzying array of software. This series aims to break everything in CGI down to the very basics, so that every artist can be armed with the knowledge of which tool is best. This month we start a new section on animation.
As we have touched on in our previous Basics article about camera animation, knowing how to animate elements is a core skill, even for artists who only do stills – the depiction of movement remains a critical component in visual storytelling.
Unfortunately, there is no default method of animation across 3D applications as there was when animation was drawn by hand. That being said, there are definite conventions to animation types and workflows that are similar across applications. XYZ keyframe animations, deformer animations, rigged animations, dynamic and procedural animations – each provide different tools for the job and can be used in conjunction with each other.
Before you begin it is always good to do some pre-production and plan out the animation first, whether by creating a storyboard, or by creating blocking animation using simple geometry, which can be swapped in later as development of the models and animation progress. Doing this allows an efficient workflow to develop; animation (especially at render time) is a very timeintensive process, so knowing how to create an efficient animation, that allows iteration until the final render time, is a crucially important skill.
Over the next few Basics articles we will look at these core animation types, starting with the basic X,Y and Z moving paradigm. Learning how to move models via a non-linear timeline that uses animation curves is a skill that is transferable to compositing and film editing. Animation curves can imbue animations with character, can simulate weight, and are a great way to add a touch of class to any animated element.
Finally, learning the basics about action centres and parenting can mitigate a lot of mistakes that can occur when animating a scene or model that already exists.
01 MAKE sure to Move in A plane
If you are new to animation, one of the easiest things to get wrong is to move in the wrong direction. Just as with modelling, use a four-screen layout or select an object on a single axis to move it. Ideally you can have the Properties palette up for the object, which should show the move direction represented by increasing or decreasing number values. Alternatively, you can also use the Properties palette to directly input movement amount values.
02 Confirm Keyframes
Another easy mistake to make is not confirming a keyframe. Most 3D applications do not automatically allow a keyframe to be set on object movement. A lot of 3D applications will denote an animation change by a separate colour in the Properties palette, or if the artist is feeling brave there should be a setting to automatically set keyframes. Make sure that all the frames can be easily seen on the timeline, as sometimes keyframes can appear one after another, creating problems.
03 learn how to use Animation Curves
Animation curves are hugely powerful ways of representing the velocity of an animation between two keyframes. An easy way to set the difference is to create an animation of two objects beside each other, with the same single value animated (like a rotation or a scale), and keep one animation curve linear. The other can then have an S-curve, which will give an acceleration and deceleration to the movement and will make it feel more ‘alive’.
04 Minimise Keyframes
Animation curves can also used to replace keyframes. As a rule, having fewer keyframes is always better – a keyframe creates an extra ‘intersection’ to manage, whereas an animation curve, which represents the same approximate animation value, is both more efficient and will give a much more pleasing animation. A good rule of thumb is to initially block out an animation with keyframes and then gradually reduce and replace them with animation curves. •