You're watching a feedback session for the Spungella Animation Workshop. Topics that are covered: body mechanics, maya animation, creature animation, camera animation.
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[Music]
all righty let's go here no sound for
now took it hard
already that's
cool all right oh took it hard as
well I would love for that horse to stay
like that all the time like this is
super polished super polished got
effects and lighting and sound effects
everything and then the
horse comes in wait where is it comes in
like this that'd be so awesome super
cool yeah okay so let me quickly check
CU I got some thoughts on some of the
animation let me just see where you're
at and what your plan was for the
creatures and
humans so there will definitely be sound
design and
cloth let me go beat by beat let's start
with this guy I think for frame one what
do you want to do uh I don't I don't see
anything in email regarding the
background it helps to have this here
but I would already have either some I
don't know what you want to do like some
mountains in the background or you just
want to do temp um you know spheres uh
poly stuff in the back just so we can
see what the camera is doing it's not PR
long cuz we're getting straight into
this but I would think in terms of what
do we see are the clouds here the sun
maybe something in terms of the
composition and then think of frame one
where this is a bit of a tricky
silhouette we don't see much uh in terms
of what the here the neck is doing and I
think like this being frame one would
already be better so I would probably
since he is the dragon is kind of
gliding down this feels almost like on
action like something happened before as
usually there something is happening
before but I will probably just bring
the wings out and then maybe keep that
tail here and have that head down that's
it's already looking it's tracking this
guy already but we are from the very
beginning in a nicer pose I know this is
cool in terms of contrast of getting
into this pose so I understand that
there might be an issue of well we're
always in this and it could feel static
but it could be something where maybe
it's already higher up in a bend pose
where you're it's it's doing an upwards
flap you know I mean and you can still
have something like this and then we go
up into that I would just make sure that
the beginning silhouette is cleaner than
this like that might be tricky because
this comes out of the head like
something like that but it could still
be lower you can still have the classic
fold on upper Wing flap here or you know
recovery flap
there that who be
that in terms of the animation I feel
like right around here what is this
Frame down a little bit here frame 22
for
me it feel feels like we're hitting an
invisible
wall and this could just be because the
camera is stopping as well this is why
we want objects here to understand the
camera move but this is already coming
in here so if I look at this it might be
just a bit harsh how we're tilting down
if you look at the horizon line it's
it's not linear which is good I think
you can overshoot down and come up a bit
so tilt down and up to reframe
cuz what's happening for a moment here
you're getting into this beginning and
right around here if I put uh my ocean U
my ocean skinning my onion skinning here
see how that head is locked so we're
getting into this spot and then boom
head is locked head is locked and even
here you could draw a line right there
right the head goes up and then see how
that head is locked on that line
line so watch out for that so it's is
It's tricky sometimes to animate a
character especially flying to a moving
camera so it's going to be a bit of a
back and forth so what I would do is I
will make sure that from a different
view side front static nothing with pen
and tilt and blah blah blah make sure
the path is all correct so there's no
sudden flattening or like the head goes
down comes back up the chest will follow
that path there you know all the correct
Dragon overlap for creature and then you
put in the camera how you want to lens
it and how you want the handheld feel
and then you can decide okay well
technically the dragon is correct do I
want to then cheat the dragon animation
to camera to make it look correct or do
I cheat the camera to make the path look
correctly sometimes it's a bit of both
sometimes you can e whatever you want to
choose but right now the animation and
the camera fighting creating that locked
feel in some points
there and we also I think you are that's
my horribly drawn middle here see how
we're always in there we leaving a lot
of room left here I think you can also
imagine it might be too a destructive
change here in terms of like how much
you want to move this but what if this
guy comes in like this comes down to the
left you know I mean and comes this way
to then almost exit
right so we're not stuck in in basically
see that we're a lot in this area it's
almost like it's staged
for for uh social media where you know
you might have something that's
widescreen landscape M but and at the
same time you want to post this
somewhere Tik Tok Instagram reals and
it's frame like that which there's
nothing wrong with that nowadays
sometimes depending on where you want to
post things you got to almost plan for
both but within that line if you would
put in your own
uh safe title you know the the just kind
of what's it called my English is
escaping me the camera whatever imagine
you got your mask that's what I was to
say your mask if your mask is Left Right
you still have room within that so
within that mask Fancy with two colors
you can still move I mean you can still
have edge to edge movement in there a
little bit just to kind of push that a
little bit more
then on the
exit I think we're we're panning over
too fast if you look
at Stone here or whatever you want to
have as tracking you look at at this
line here see that how we're Solly
moving in it's not like a super broad
linear key but we're
panning pretty quickly to the
right and I think for this character we
can easily be here like that far to the
right right usually the camera person is
late so whatever is on camera is driving
the camera action if that makes sense
and right now it feels a bit like that
camera person
knows to some degree it's not like that
Dragon is going to make a crazy change
like it's you know weight and path and
and flight Dynamics you know it's going
to go to the right but I think we're
just a bit too early and dissipating
that camera
move and I think given that we're
resting here that's the main action is
this I think you you can be you can pan
later later later later then we get to
you know right around here when this
action happens they might be here and I
think that's fine was then we settle on
this I think that should be
fine the tricky thing too this is for
you you might have to
explore either temp lighting so we
understand and what your plan is or
different colors or starting to add
Hardware fog cu the tricky thing is the
Hue and value the colors everything all
of this here except this guy and this
really starts to blend in like that we
don't quite understand what is going on
like all I'm seeing if I just watch the
dragon I'm seeing this and then this
that's what I'm noticing so could this
be could there be fire
Haze it out with lots of smoke put some
Hardware fog Haze it out put some red
lights in there maybe have some like
right uh right red um geometry that you
just copy paste copy paste with on off
on off or flickering so
imagine this here all of this behind
them is on fire again I'm not saying
that's what you should do but think in
terms of maybe lighting there's
something going on back there and
because of that bright color it
Silhouettes to foreground characters and
gives them rim lights where we really
understand all the edges and the
silhouette just a bit better just think
potentially and if you don't want to go
that far
[Music]
um maybe just like within the play blast
the key light you know this could also
be the sun could be setting so you have
a nice Rim light through
there and then as all of this happens
there's just a very strong red Rim light
like
this you know it just it will highlight
and separate those characters and I
would still put in obviously the skies
it's not all gray uh and Hardware fog to
Haze it out a little bit just for
foreground midr background
layers and then for
this what strikes me with this guy like
he's very I know you want it to be real
realish but I think it's okay for stuff
like that to go a bit further like
because this is what is what am I
looking at this is some creatur orc
something some creature it's not human
so that gives you a license to go you
know what I'm attacking this guy but I'm
going to be like maybe even one armed
and then over time two arms and just
push that a bit more while this guy is
the the stiffer because he has metal
plate here he is in an armor and he's
human that could be an interesting
contrast what I would avoid though is
stuff like this where the head and the
chest are fairly aligned in the
orientation I see that the head is doing
more but he looks more
like Batman Michael Keaton Batman where
he can't turn his neck so the body and
the head are just kind of moving as one
watch out for that and again because you
have this guy move in front of it we're
losing all of this in terms of
silhouette so you're going to have to
work a bit more into a stronger
silhouette where we don't have like this
overlaps this overlaps this gets in this
guy's face we just got to work on
something like this that's a clean
moment but we're losing this prop in
this set so with lighting and everything
this will hopefully stand out more but
you might have to
consider and this might be lower and
then he drags it up with more of a drag
like this up like that so we don't have
overlapping shapes like this I know it's
fast but on something again because of
the color and the proximity everything I
think you want to keep every frame as
clean as you can for
silhouette even here when he goes into
and we want to enjoy this moment he's
already up there covering this guy and
now we got overlap over overlap with the
same value here again hard to understand
what's going on this is cool though this
almost works as like a 3D piece 3D
glasses like past camera I think one
other thing you can do is give those
weapons a bit more weight this this is
pretty small I get that this goes up and
immediately into this this guy feels
like paper so it would have to
be and hold this a bit longer into
this and if that means you got to just
slow down a little bit of a moment
through there with these guys that's
okay because you just hit this guy so
this guy could go maybe bring up a hand
here to to maybe pull out the axe and
this guy is already looking back but
because maybe this might be staged over
here so this guy would be here and then
the human would be here so there's
separation cuz we're kind of missing the
fact that this guy is looking back and
is ready like one frame then we don't
see him so just watch out you might have
to globally stage this guy over there or
tweak the camera bit if this is all
fairly
fixed this
here we have no idea what he's doing he
goes down and he's still has his axe
something in there right and then it's
like I don't see is a sword okay it's a
sword so don't quite see it this would
have to be here but then this character
is more here you can stay there and then
it's more like you know it's maybe not
that close but it's just camera wise
we're not human or creature whatever
camera camera would have to be here so
there's a bit more of a cleaner
silhouette cuz you're overlapping all
three characters we're missing
everything cuz this guy's still
struggling OB because he still has the
thing in him that's awesome I like this
so once we
here that's cool it's all clean I think
given that this guy is struggling you
could also do something and go
like and he's
already slowly bent on his knees he's
kind of like back here one arm trying to
get this out the other arm is trying to
hold on to the sword but the sword is
heavy it's going to drag this arm down
and this guy is trying and trying
like yeah he's trying to get this out
and it's like the mercy get out of
here this watch out is feels more like
he's about to hit someone else it's like
he knows but we don't know that
someone's there watch out looks he's
looking into my soul got to get him into
three qu a bit sooner but yeah just
feels like oh are you attacking someone
else wait but there's no one here what
happened and
then so it's almost like you want to do
this and then keep that sword low like
it's almost like he can have that sword
down here and it's not distracting so we
can focus just on the face and you can
have like open mouth
going into
this I like the hand off
though but hold on hold on what is he
doing this guy gets hit in the
stomach and then falls back I since this
is so far away personally what I would
do It's Tricky I would actually not do
this as Fair as a destructive I'm just
speaking out loud and you can obviously
do whatever you want to do I would have
this guy almost roar like he's mad that
his friend died right we pan over and
this guy is more like
this I'm mad you killed my friend so
that there's nothing up here why
because this then turns
into and then here is the axe is he
throwing the axe yeah right so then the
axxe is here
and hits him in the head and that's a
clean silhouette to see the axe blood
spatter out and he can just
go and then fall on his back while maybe
this guy I know this don't do that it's
way too much work but as he falls down
this guy jumps over him or steps on him
like he doesn't care like dude you're
dead I'm I'm going to kill this guy
maybe he steps on him or as he is kind
of falling backwards this guy American
football Style tackles him Ruby style
like pushes him over like get the [ __ ]
out of here I swore but anyway you know
push him over but that would be a cool
Dynamic of these are not soldiers where
they care for each others like oh you're
dead get out of my way I want to fight
now so you can push that with a little
bit of personality of this guy just
goes this was sing bit slow so he goes
I'm going to kill you and then it slows
all down a
bit this loses a little bit of energy
and he's back into to being super stiff
here I know some stuff is early
animation but just watch out that we
have more twist if you can and the head
will be over head could be down you know
like really loosen up because this looks
more like a collar like I think he has
room to move around so definitely push
that a
bit and what is he doing he swipes this
off to then grab this it's cool move
though I think if possible you would
have to find a way for this this guy to
not swing this around so much and if
possible show like big arm back
anticipation for a stab and then again
this would be the body will be really
forward like he tried he was running and
he has so much for for momentum that
he's really leaning
forward and maybe because of that you
know the the body might be here head is
here and he just has to kind of slice
down this
way grabs the thing same with this here
just feels a bit too watch out broken
wrist here it feels a bit too um a bit
too simple terms of that upright pose
you can definitely have a stronger twist
even this here that's definitely super
broken so you would have to adjust
obviously the wrist rotation finger
posing in here but twist this guy a bit
more cuz if I look at his root there's
not much going on here I know he has a
bit of twist in there but this could be
he is in full force I'm going to
go and his is you know imagine his whole
back is towards us extended
arm and that way he can pull it out much
stronger and what he could
do maybe he sees the horse maybe not but
as he pulls this guy back instead of
waiting for so long you can go P right
now and by pulling him back it pulls
this guy
forward into the path of the horse and
then the horse hit H him down here legs
up into this oh but a horse takes it
hard that's some interesting horse
action of I regret
nothing do you have I don't see in the
email is there a rider on this shouldn't
there be a rider on this cuz why would
the horse straight go straight for this
guy I mean in your reference you have so
I'm going to assume again I don't see
anything in email so there could be a
right on
this Bam gets hit this guy is back and
that's fine because we are moving the
camera and he can end up on the left we
are switching right left left right but
that's totally fine I think at this
point and then I would have him like
step into frame too to get ready whoops
that's me moving my frame here step into
frame as I move my
frame I wouldn't cover this this guy
might not be the the smartest so could
be on this that arm just comes down so
when he's like this that arm will be
down here you know the weapon could be
off screen it could be slightly on
screen but lower there's weight you know
you want to make this look heavy and and
it's
just and maybe could be something where
he Stomps the ground or he kind of puts
those fingers and pulls him back like
you know maybe can make him more
animalistic to Veer away from the
reference cuz if you look at that
reference it's a soldier just kind of
does but what if this this is more
animal driven
of where is he here you mean like goes
almost on his like puts one hand down
you imagine like you dig your your hands
and your fingers in and pulls this back
and it's just it's not just the bipad
with a weapon this is some weird animal
creature anyway and that's
that lots of thoughts lots of
destructive thoughts feel free to
disregard whatever you want but these
are my thoughts my main thing is um you
were concerned about adding more over AP
follow through I would um even if it's
just maybe it's not overlap follow
through as much as you think that would
destroy the shot just adding a bit more
but I would push the poses to get away
from the rigid aspect of it and then
think of um just visibility and
silhouette and how we can separate
foreground MGR
background for some cool
stuff all right yeah that's kind of that
it's going to be super cool it's a
really cool sequence thank you all right
there's an email you can sign up you can
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awesome all right thank
[Music]
you