|
Moving Holds |
|
March 2005 KeithLango.com Free Web Tutorial How Can it be Moving if it's a Hold? What is a moving hold? Well, it's a relatively Cg-centric animation term coined by some with a flair for the ironic. The short description is that a moving hold is the slight bit of motion a character has while they are in a pose. The need for moving holds in Cg animation is vital due to the fact that a CG character just feels absolutely dead and lifeless the moment it stops moving. Hopefully by the end of this little tutorial you'll have a better grasp of what makes for a good moving hold. Granted all the animation is pretty quick and dirty, but the goal here isn't to impress you with highly polished pieces but to get the idea across. So think of these as "animation sketches".
Here's an example of what CG looks like without the moving hold. click to play AVI Pretty obvious that something went wrong, isn't there? Now let's add a moving hold to that same move... Much better, no? This subtle bit of motion keeps the character feeling alive through the held pose. Traditional animation didn't necessarily have moving holds because the natural "liveness" of the drawn line has enough to keep the drawn character from dying. A second factor is the frame rate. Typically 2d animation is a 12fps frame rate. This already has a built in abstraction of motion that allows hand drawn imagery to stop and be held for a number of frames without things feeling like they fell apart. If a held drawing needed some life, then the artist could always do a "trace back", where they'd redraw the image based on the previous one to keep the image alive during the hold. Three Parts of a Moving Hold: I see a lot of Cg animation where the animator tries to have a character exhibit a moving hold in a pose, but something still seems broken. That's because you can't just have a character move in just any old manner for a moving hold to work. There needs to be some measure of thought to the motion. If a hold isn't done correctly the character may end up feeling off weight, mushy or spastic, depending on the mistake. To help us get a handle on how to correct this, I've broken a moving hold into three basic parts. Amount of Movement, Variation of Energy and the Rule of Contrast.
Again, notice how it doesn't have good weight? The proper way to fix this is to be careful to make sure that the moving hold has a variation of speed so that the effect of energy building or dissipation is logarithmic and not linear.
And once again for comparison, let's se the whole 3-pose sequence when we ignore the concept of contrast. The difference between the two is more pronounced the more we string these things together. Which is true for your scenes as well. When you consistently get the moving holds wrong you end up with a cumulative mushiness and weightless feeling to your work.
OK, to see how this same principle can be applied across many solutions, Here's a new example.
Here we have a character going from a down pose to an up pose, and then to an even higher up pose. Following our Concept of Contrast, we can surmise that a good way to approach the moving holds here is to have Pose-1 moving hold be a settle down because Pose-2 is an up pose. Then the moving hold for Pose-2 would also be a settle down because Pose-3 is yet another higher up pose. Here it is in motion... Of course the amount of settle is not uniform in every instance. You need to properly judge the amount of movement your holds need to build the appropriate amount of contrast. By way of comparison, let's look at this same sequence of moves if we don't follow the concept of contrast. See how the character is floating and seems weightless? This is because by moving our character without a sense of building contrast into the motion we are watering down the effect of all the moves. I think by now you get the picture. A key way to make your moving holds feel like they have proper weight and direction is to take into account the following move direction and have the moving hold go in the opposite of that direction to build greater contrast. This gives your animation more energy. This concept of contrast in the moving hold is generally applied to the up and down of a character's motion because gravity is the all pervasive energy force working on our characters. This same concept of contrast can work for left and right, forward and back, etc. Experiment with ways you can build this contrast into your motion on all levels, not just up and down. But if all you manage is to get it into your up and down then you're already much further along than you were before when you were just guessing your way through a moving hold. Caveats: Just as in all areas of animation, there is a time when breaking the rule is the proper thing to do. Sometimes you will want to ignore the concept of contrast. Some moves and actions work better when you slowly build up into them. Just like sometimes twinning in pose and motion is actually desirable, sometimes lack of contrast is as well. But these are exceptions and not the general rule. Like all things in animation, the principles are just that. You can violate them, but only by purposeful decision and in the right manner. To ignore them out of spite is to be foolish. Summary: So moving holds are a necessary evil in CG animation. In general we want to be sure that we are mindful of these three basic elements of a moving hold: One, we don't move to much or too little. Second, we want to vary the speed of our holds so that we avoid the linear feel and add weight to the hold. And finally we want to build contrast into our animation, using the moving holds to either build or dissipate energy from pose to pose. Ultimately determining which way to move a character in a hold is as simple as seeing what the current pose is in relation to the one that follows it. By keeping an eye on these three basic elements of a moving hold we can improve our animation a great deal. Til next month, keep animating, stay positive and God bless!
-k |
|
|