Weight

Rodin_Bowman_Wife

One of my favorite exhibits to visit ever was the Musée Rodin in Paris. Rodin’s sculptures need to experienced in person to be truly appreciated. His work captures not just form and weight, but the enormity of the entire human condition.

“Every normal action needs weight. Every pose needs weight.” — Eric Larson

Here’s the dictionary definition of weight:

  1. a body’s relative mass or the quantity of matter contained by it, giving rise to a downward force; the heaviness of a person or thing
  2. a heavy object, especially one being lifted or carried.
  3. the ability of someone or something to influence decisions or actions.

Rapunzel

Sketches for Walt Disney’s Tangled by Glen Keane. Keane’s drawings carry immense weight both figuratively and emotionally. There is always an element of story and personality supplemented by force and excellent design. It’s this combination that gives great power to all his work and ensures his legacy as one of the greatest animators ever.

Weight is often the most illusive thing for the beginner or amateur animator. It perplexes him because it doesn’t seem to be a tangible thing. What he must first acknowledge is that weight in animation is, in fact, an illusion. All 3D models and even flat classical 2D drawings are flat and in reality carry no “physical” weight or substance that you can either touch or carry unlike other “heftier” forms of art such as  sculpture or even puppetry. The impression of substance, that is, something tactile and physical, comes from the illusion created by the change and overlap of visual forms in time and space. Fundamentally, it’s all about forces.

EricGoldberg

A simple yet perfect demonstration of weight, as shown by the position of the poses and the timing charts that will determine the breakdown frames. From Eric Goldberg’s marvelous book on animation Character Animation Crash Course a book I highly recommend.

For most animators, the walk cycle is the first place to go to learn the application of forces. Failure here will indicate the lack of understanding of weight and likely foretell problems going forward in one’s development. It’s no coincidence that animation studios (at least in the past) would test applicants during interviews with an animation walk cycle. If you couldn’t do a decent one in a few hours on demand, chances are you wouldn’t get the job.

A jovial and spirited conclusion to a Robin Hood walk cycle by Milt Kahl. The walk is the first place feature animators explore on a character. A lot can be learned and tested here; its physical weight, its bodily tendencies (such as sway and other physical attributes) as well as its general attitude and composure (nervous, quick, or non-chalant).

Too many young animators spend far too little time learning the application of forces before heading off to do “acting” shots. I’ve seen animators who have done as little as two walk cycles heading off for studio jobs! It’s simply astounding that this happens. It’s not surprising that producers and supervisors are discovering that many of their new hires are simply unprepared for some of the shots assigned to them. Where the fault lies is unimportant, what IS important is that you, as an animation professional, must be as prepared as possible for your duties. If no training is provided, you must train yourself. The ultimate responsibility always lies with YOU.

“There’s weight to be concerned with. We don’t take steps, we fall into them.” — Eric Larson

Besides doing various walks of differing body types and personalities, young animators should be experimenting with small jumps, skips and side steps exercising both large and slight shifts in weight. These exercises will prove priceless come the time when your characters need to perform emotionally and mentally — for bodies are usually in motion during any kind of performance. Rarely does a character stop to “act.” Weights shifts are continually occurring.

An excellent sequence by Angus Mclane, from Pixar’s 2004 box office hit, The Incredibles. Characters rarely freeze, and during conversation or expressions of frustration, they shift weight from one side of the body to the other. This is the pure reality of bodies in motion and needs to be reflected in your animations.

When approaching shots, know that weight comes from understanding the primary physical forces that are applied to or by the character. Physical actions applied on the character exert an external pressure on the character and he/she is secondary to this exertion. An example would be a baseball bat being struck to the head à la Tom & Jerry, or simply a character leaning against a door that gives way. On the contrary, physical actions driven by the character are guided by internal forces such as intention (motivational drive) or emotional reaction to external stimuli (physical, verbal or imagined). This is basically any character moving on it’s own accord without any external physical force applied to it (which is the case 95% of the time). At all times, however, unless the character is underwater, the force of gravity always needs to be accounted for. A tired character, for example,  or one that loses his footing whether from being pushed or falling on his own accord, will be pulled down by the earth’s planetary influence. If it’s a free fall, Newton’s law applies and he’ll fall at an acceleration rate of 9.8 meters per second squared.

wile-e-coyote

Gravity was something Wile E. Coyote had to continually contend with. From Warner Bros.’ Looney Tunes series.

For those of you who still struggle with the application of weight, here are the major areas to learn (or re-learn) :

Thinking Poses in Terms of Movement:

The illusion of weight comes from well-intended variation within the poses and between poses. In other words, only animation that depicts change can carry an impression of weight. The first thing to improve in your poses is to get an idea that there is weight to start with, a place and position from which it comes from, and then ultimately, a destination where it’s going to. The concept of time must not be forgotten when it comes to making a solid and convincing pose. Every pose must imply change (i.e. a transition in time).

WaltStanchfield_Tigger

Great posing denotes change of form, line and substance. A pose captures a state of the body at a moment in time, and therefore its various parts of construction will be seen in various states of motion. This famous Tigger diagram arranged by Walt Stanchfield (the drawings were done by Milt Kahl) demonstrate everything you need to know about posing. The descriptions imply all sorts of change — indicating force and weight. Such variation and visibly noticeable change is both comforting (i.e. believable) and appealing to the audience. To learn more from Walt Stanchfield, go here.

Timing as an Objective Count of Frames:

Flit

The hummingbird Flit, animated by Supervising Animator, David Pruiksma, was a sidekick character that zipped around screen at lightening speed. During my training with Disney Animation, Dave mentioned to us that sometimes Flit would have to come into screen, perform his gag AND leave the screen, all within a second or two. Where to place your frames became as important as how many to use. Image from Walt Disney’s Pocahontas.

The idea of weight can also be further strengthened by the astute management of the units of time. Generally, how quickly or slowly something moves gives us a sense of its solidity and density. We all know that heavy things move slowly and that light things accelerate or move quickly. Slower means it takes more frames to get from one place to another and faster means less.

irongiant

The Iron Giant was big and heavy. Generally, he moved slowly and deliberately. When he “wigged” out, he moved in quick automation, making him a frightening, inhumane vehicle of destruction. From Brad Bird’s beautifully-directed film, The Iron Giant, released by Warner Bros.

Although there’s more to timing than isolated units of time, the cold reality is that if something has traveled anywhere in a very short amount of time, it’s gonna be regarded as fast. The opposite also holds true. At other times however, heavy characters, when motivated enough or have gathered enough momentum, can also move very fast, while small, lighter characters can move like molasses if it suits their personality. It’s all a matter of creative choice and execution.

Slow-Poke Rodriguez isn’t very big, but it’s his attitude that dictates his mobility.  He’s not regarded as heavy even though he moves incredibly slow (executed via a long frame count walk cycle). Instead, the weight here depicts his non-chalant ‘dopiness’ rather than his physical make-up. From Warner Bros.’ Looney Tunes.

Arcs & Spacing as Keys to Regarding the Distribution of Frames

Timing can be a tricky thing. Without deliberate and careful application of arcs and spacing, the number of frames used isn’t enough to convey sufficient and appropriate weight. Nature moves in a particular fashion, and that is, it tends to move in arcs and does so gradually. Only machines move linearly or at an evenly controlled pace.

This astounding animation not only defines the nature of the characters and their states of emotion but boasts a display of weight and form that is both believable and beautiful. In the hands of Milt Kahl, both the Prince and King move with rhythm, balance and force. Every frame shows a proper transfer of weight from one spectrum of movement to another, all in perfect arcs and spacing. From Walt Disney’s Sleeping Beauty.

As incredibly simple as this sounds, time and time again, we witness characters lacking weight and substance in today’s animation — sometimes even in full-length features films. Style is one thing, but poor execution is another thing altogether. Weakly defined weight is weakly defined animation.

SherKhan

“I know where the weight is all the time!” says Milt Kahl, in reference to his work on Shere Khan the Tiger. From Walt Disney’s 1967 film, The Jungle Book.

Animation principles such as lead and follow, overlapping action and follow thru, all derive from the understanding and application of weight.

So if you find that your work still lacks weight, go fix it (not just the scene but your habits, execution and understanding of it.) Remedy the situation like a hockey player would if her skating was poor. What would a professional hockey player do if she was determined to reach her potential? She’d set up a disciplined regimen to strengthen her legs, practice her stride, and possibly get further education/coaching to help work on all her deficiencies. Lack of knowledge is not a genetic deficiency, it’s just a lack of exposure, understanding and effort. Don’t blame it on a lack of talent because talent alone is never enough. We have to overcome our doubts.

Tom-Hulce-in-Amadeus

Tom Hulce plays Wolfgang Amadeus Mozart seen here diligently working into the wee hours of the night. If talent alone wasn’t sufficient for a prodigy like Mozart, how could we expect otherwise for us mere mortals? Image from Milos Foreman’s 1984 masterpiece, Amadeus.

As an animation artist, you must ask yourself what you’re determined to do about the lack of weight or any other deficiency that you may have. To get better, you’ve got to WANT to get better. There’s no secret other than going after it and doing it. Practice makes perfect. Remember, animation without weight has no believability and without believability, there’s no magic.

“As animators, we have the power to defy gravity but when that power is used, it should be with purpose and reason and with entertainment in mind. In our work, we strive for weight and balance — for sincerity, with caricature, in movement and pose, giving our characters believability.” — Eric Larson

Stillness

Winslow Homer (American, 1836–1910), Summer Squall, 1904. Oil on canvas, 24 1/4 x 30 1/4 in. (61.6 x 76.8 cm). Sterling and Francine Clark Art Institute, Williamstown, Massachusetts, 1955.8

No one captures the sea quite like Winslow Homer. His paintings connect you to moments that aren’t just seen but felt.

“So the darkness shall be the light, and the stillness the dancing.” – T. S. Eliot

Placidity is everywhere in nature, but absolute stillness – pure quiet and inactivity – is rare. We only perceive its existence because of the sudden change in our state of awareness prior to experiencing sound or action. In other words, we’re not looking closely enough. Any office employee who stops whatever they’re doing at any given moment can immediately hear the hum of their hard drive or the footsteps just around the corner. Our awareness of visual movement, something we animators must deal with and manage, works on the same principle.

Upon repeated viewing, clear holds are apparent in this beautifully planned and animated sequence by James Baxter, but they hardly seem to matter. Thoughtful acting choices, excellent posing and exquisite timing, help balance held movements with actions that have weight, force and focus making this sequence a lovely introduction to the hero. From Walt Disney’s Hunchback of Notre Dame.

There’s a lot of request for stillness these days in the animation industry. We think we’re doing it out of good taste – throwing out terms like “acting” and “subtlety”. Unfortunately, a lot of the times we just end up with a lot of dead, lifeless and non-believable animation – work that neither moves the character nor the audience. Plus, creating convincing stillness, is immeasurably difficult.

“There’s nothing harder to do in animation than nothing. Movement is our medium.” – Milt Kahl:

MarcAnthony

Contrast is everything. Small is only small next to something larger. Cute and cuddly kittens are extra cute and cuddly next to rough and gruff bulldogs. From the magical hands of Chuck Jones.

It’s easy to forget that movement is a given – the question, more correctly, is to ask how much. As with all things in art, creating contrast should be the aim by which to indicate an idea. Change of pace not only introduces new information to an audience, it’s essential for staying connected to them.

Brad Pitt and Edward Norton star in David Fincher’s controversial film, Fight Club. Perfectly cast for their roles, one can see that total immersion into character and great acting doesn’t necessarily mean actors barely move to achieve subtlety or convincing performances. This scene shows that live actors are often in constant motion.

The advantage of 2D animation is that holds (even those that appear frozen) seem to read okay, but it still isn’t preferred if larger budgets are allowed. The fact that classical animation is mostly shot on 2’s (as well as being susceptible to imperfect shifting of the paper on the peg bars), makes holds in the 4 to 5 frame range somewhat tolerable. The inherently rough nature of the pencil line also helps with the illusion of some forgiveness in final results – lower budget 2D shorts use this to gain extra frames and life, seen often as kind of a boiling effect. The 3D animator is excluded from such fortune.

A lovely little sequence of shots by the masterful Ollie Johnston. There are holds in various places but they are carefully placed and helps moments read without feeling frozen. In 2D animation, holds are far more forgiving, but they still must be handled with care. From Walt Disney’s Robin Hood.

The magical Merlin by Frank Thomas from Walt Disney’s Sword In The Stone. Stills/holds at the opening of a shot are acceptable especially if it’s the start of a shot on a character or establishing shot, rather than a match cut of action. The first 5-8 frames are hardly noticed by the viewer since it takes some time for the viewer to adjust to this new found visual information (inherent in all cuts between one camera view to another).

An immensely complicated approach to animation, Russian animator Aleksandr Petrov’s Oscar-winning interpretation of Ernest Hemmingway’s great novel, uses paint on glass to achieve the results he wanted. Like most richly drawn or painted animation, individually animated artwork is recorded over a number of frames, and changes in the imagery are created by shifts in the camera or recording software to keep things lively, giving it a watery, or sometimes, boiled effect. In Petrov’s film, the results are suitable and stunning.

In 3D productions, it’s best to keep either or both the camera or character moving at least a bit. We don’t want it to look like it’s glued to the background. And don’t expect lighting department to save your art (or your ass). Although real light does shift in reality (due to changing luminary conditions such as a setting sun, or movement of surrounding elements in passage of said light), animators in general, must ensure to keep the characters alive themselves.

It’s a reminder that the cold, calculating perfection of the computer has it’s price – robbing life from the animator much like excess wealth does to a person.

ToyStory3_climax

In this sequence from Toy Story 3, the shifting environment, flickering light and moving cameras ensure continual movement and life – the characters need not move much – in fact, restrained animation allowed for greater clarity in contrast to its continually shifting environment. Director Lee Unkrich demonstrates great control in this brilliant climax to Pixar’s most popular film franchise.

Here are some ways an animator can get around this dilemma:

1.) Great Posing

Solid posing is a good start to eliminating stillness. It sets the standard for good animation. The quieter the movement, the better your poses better be – an audience has got all the time in the world to see its errors and can easily fall victim to boredom or irritation.

The best still paintings and drawings and sculptures evoke a sense of movement to stir the imagination and the soul.

ilya-repin-ivan-the-terrible-and-his-son-ivan-on-november-16th-1581-detail-1885-1345645121_b

A stirring painting of “Ivan the Terrible” by the Ilya Repin, the great Russian painter who, according some experts, held a position “comparable to that of Leo Tolstoy in literature.” The immense power of his work was often accompanied by moral or social purpose.

You should make your poses live – give them weight force, form, and a sense of action and feeling –  before you even begin to move them from one frame to the next.

“Make a positive statement. Do not be ambiguous with your approach.” – Glen Keane.

File name: 2835-018.jpg George Bellows Stag at Sharkey's, 1909 oil on canvas framed: 110.17 x 140.5 x 8.5 cm (43 3/8 x 55 5/16 x 3 3/8 in.) unframed: 92 x 122.6 cm (36 1/4 x 48 1/4 in.) The Cleveland Museum of Art, Hinman B. Hurlbut Collection

Robert Henri disciple, George Bellows, would’ve made an excellent animator. His paintings are often defined by movement, human emotion and story.

2.) Small Drifts

Slight shifts in weight or path of action such as a  continual swing or drift can some times do the trick, but it’s dangerous and often very hard to do convincingly. Moving holds require exquisite handling and a ton of skill.

Small shifts in weight are hardly detectable in live action. To study the reality of the situation, artists much watch what happens to the character relative to the background to gauge the amount of activity.

A marvelous little scene between Bill the Butcher and Amsterdam, played by Daniel Day-Lewis and Leonardo DiCaprio respectively. Day-Lewis, one of the finest actors in the world, complements non-action with distinct gestural action. Notice carefully that even in stillness, he keeps life stirring by with his tiny facial expression changes on top of his heavy almost, hesitant breathing – revealing bit by bit what’s inside the heart and mind of this calm yet frightening character. From Martin Scorcese’s Gangs of New York.

3.) Secondary/Tertiary Actions

The better choice sometimes is to plan small actions (secondary actions) that add to or exhibit for enrichment of a characters actions/attitudes or personality. They don’t detract from the main acting, but support it, and by extension buy time for poses to hold, as it takes longer for overlap and follow thru actions to play themselves out.

Nicely handled changes in expression keep the character alive, yet still enough to convey the expressions required for the scene. Animation by Thomas Grummt. To see an in depth interview with the artist, go here.

4.) Camera Drifts

If you have control of layout direction, this can sometimes be an option to keep it all alive and give it that “live action” feel. This was used in films like Sony  Picture’s Surf’s Up, where a documentary-style camera technique was employed à la Christopher Guest, who wrote/directed famous mockumentaries like This is Spinal Tap or Best in Show.

In live action film-making, physical cameras are subject to physical contact, balance and stability of the supporting equipment and the operators hands. If the camera is “hand-held,” shifts in the framing become even more obvious and allows the filmmaker a little extra give to offset any rigidity.

Paperman

The recent Oscar-winning animated short, Paperman, directed by John Kahrs, exhibits the acknowledgment of physical cameras by adding the slightest of movements in the camera throughout the film – giving it a “live-action” feel. Produced by Walt Disney Animation.

Therefore, in handling held poses or quiet moments in a scene, we must learn how to execute that moment convincingly.  Too much movement and the sense of quiet, often required for an idea or mood to be understood and felt, will be lost. Too still, and things will come across as frozen or unbelievable. The animation artist needs to achieve relative stillness versus movement to create life because life is movement – without movement, we register death. We must keep the magic act alive and convincing or the cards fall.

FechinDrawing

Sensitive drawings like this one from Nicolai Fechin convey movement and beauty even in silence. A great artist plays with contrast in texture, form, line and value – everything at his disposal – to breathe life into their works.

“An artist’s job is to surprise himself. Use all means possible.” – Robert Henri