3D World

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

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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. •

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 ??  ?? Author Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, as both a creator and a technical writer. www.creativebl­oke.com
Author Mike Griggs Mike Griggs is a 3D and visual effects artist with vast experience across the industry, as both a creator and a technical writer. www.creativebl­oke.com
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