Module 7 - Acting and Performance in Animation
Module 7 - Acting and Performance in Animation
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Acting
Introduction
o Refers to how a character appears and acts on the screen
o Focuses more on the character rather than the animation
o The character’s acting may showcase:
Overall personality Goals and motivations
Attitude or reaction over a situation Beliefs and morals
Actions over a certain situation
o Guidelines:
Understanding the character Contrast
Body language Twinning
Change of expression Use of reference
Use of eyes
Understanding the Character
o Know how to draw the physical design of the character
Use the provided model sheets as a guide
Do modeling (as a class or individually) to ensure consistency before animating
Break down the character into its most basic proportions and shapes
Understand how the character moves and changes expressions
o Look into the psyche of the character
As animators, there is no need to have a very in-depth understanding of the psyche before
going in on the action
There is only a need to get the general idea of:
- Personality and attitude
- Goals and motivations
- Moral alignment
o Focus on the how the attitude is physically shown
Personality focuses on the general qualities and traits of the character
Attitude focuses on how a character behaves during a situation
o Utilize emotion as a foundational aspect to showcase attitude
Emotions must be experienced by the audience and the result must be magnified
Start off with a basic emotion, and then look into the intensity and complexity
- For reference, utilize the emotion wheel by Robert Plutchik
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ANIMATION NCII – Animation 12b
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Body Language
o “Body language is the root and fortunately it is universal”. (Ken Anderson)
o Make the story as clear as possible through pantomime
Pantomime – emphasized acting through the sole usage of gestures
Focuses on very extravagant and exaggerated mime
Prevent using subtle movements, as those will not register properly on the screen
Keep words and dialogue to a bare minimum
o Isolate the gesture from the spoken word if possible (aka acting point)
Example: Instead of pointing and speaking at the same time, the character can point first
and then speak, or vice versa
Change of Expression
o The expressions throughout the entire sequence must be as unmistakably clear as possible to
properly communicate the emotion of the character
o The change from one facial expression to another is better expressed if there is a separate
movement for each facial element necessary
Prevent utilizing a gradual change where all the facial elements are moving
o This is dependent on the number of in-between frames
If there are more in-between frames, there is more time to have individual changes to
facial elements
If there are lesser in-between frames, then a few elements may be changed in one frame,
but not all at the same time
o Example:
The expression is from a neutral face to an intrigued look
There are three movements necessary: furrowed left eyebrow, raised right eyebrow, and
side glance
First in-between: furrows both eyebrows
Second in-between: lifts one eyebrow
Third in-between: glancing to one side
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Use of Eyes
o There is a lot of focus on emotion towards the eyes
Eyes are what the audience watch, regardless if its live-action or animation
Most of the emotion comes from the eyes
Eyes are supremely expressive and one can communicate with eyes alone
o Use the eyes to communicate the true emotion of the character
Example: The eyes on the left are more squinted, showing a genuine smile; the right one
showcases a fake smile
o Have proper distinctions between the drawings of the eyes and the emotions that they create
Contrast
o Refers to the difference between the two keyframes in terms of silhouette
o Make the keyframes very obvious so that the change of movement is also seen
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Use Reference
o Gets a more accurate representation of the emotion and attitude that the animator wants to
impose
Reference focuses on using the material as inspiration and modifying it to make it unique to
the character’s performance
Do not copy – utilizing it shot-for-shot without modifying or understanding how it coincides
with the entire psyche of the character
o Ways on getting reference:
Actual acting from the animator with a mirror
Actual acting from the animator with a camera (rotoscoping)
Utilizing videos from movies / shows / games to see how an actual person acts
- Note: Technically, a performance is part of Intellectual Property, and therefore there is
a need to understand the laws that may surround it
o How to modify the reference:
Fit it to the personality / attitude of the character
Exaggerate the frames (either keyframes or breakdown frame)
Exaggerate the counteraction
Composition
Introduction
o Focuses on how to construct the acting that is necessary for the character
Overall structure done in storyboarding and layouting
Makes sure that the frames showcase a very clear and simple action
o Function is to countercheck the acting that has been done by the character
o More technical than acting; more abstract than flexibility, anticipation, takes and accents,
and stagger timings
o Guidelines:
Staging
Exaggeration
Keep things simple and strong
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Staging
o Principle of animation where the action is unmistakably clear to the audience
o Actions must also be done / focused on one at a time
o Ideas for proper staging:
Silhouette
Prevent tangents
o Silhouette
Pose that only showcases the outline / blacked out version
In a silhouette, the audience must still be able to understand what action is being done
Ways on creating a good silhouette:
- Use profiles / side views is necessary
- Make sure that the limbs are farther away from the body
o Prevent tangents
Tangent – one point where two lines meet cleanly
Makes the animation flat and confusing
Adhere to the rules of the staging first before removing the tangents
Exaggeration
o Principle of animation that allows a caricature of the pose or action of the character
o Actions are made to be slightly more dramatic than normal
o Allows for a clearer illustration of the action to the audience
o Can deviate from the laws of physics a bit, but not too much
o Prevent too much distortion, especially in the keyframes
o Use line of action
Imaginary line extending through the main action
It should be a strong curve to create a more dramatic action
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Flexibility
Introduction
o Refers to the ways on how to modify and personalize an animation through the
reinterpretation of the frames
o Main way on how an animator showcases their creativity, artistry, and personal touch to an
animation
o Can be done in:
Keyframes – limited to senior / keyframe animators
Breakdown frames – main way on how to attain flexibility; done by both keyframe
animators and in-betweeners
In-between frames – tends to have more limited options, but is still possible
o There are two main animation flaws (Richard Williams):
Even spacing (aka King Kong effect)
Frames do not have enough exposure time
o Advantages of flexibility:
Creates a more stable image
Creates a more fluid motion
Makes the action more visually interesting
The effect is not necessarily seen, but felt
Intensifies the emotion that is felt / shown by the character
Possibility of being able to use multiple techniques at once
o Therefore there is a need to have a stable image with flexibility
o Ways on how to attain flexibility:
Breakdown frame Breaking of joints
Overlap frame Flexibility in the face
Overlapping action Overlapping action – faces
Counteraction
Important: When choosing the ways on how to attain flexibility in an animation, it is important to
only pick and choose based on the situation (action and emotion) that is placed in the
keyframes and the character. This is to prevent cluttering of the applications, and some
applications tend to conflict each other.
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Breakdown Frame
o Also known as breakdown drawing, passing position, middle position, or intermediate position
o Usually placed at the very middle of two keyframes / extremes
o Properly indicating the breakdown frame is crucial as this is the main reason why a character
moves
o Can be integrated with other ways on creating flexibility
o Example:
This is an example of a change of expression
Based on the keyframes (happy then sad), the expected breakdown frame would be a
pokerface
This is technically correct, but is makes the animation predictable and quite dull
Changing just the breakdown frame can already spell a different story / scenario
- Surprised: the character was expecting to hear good news, and was surprised that said
news was the one delivered
- Smile: abrupt change in facial expression; can also be used where a character creates
a façade, but changes expression once turned around
Overlap Frame
o Pertains to a frame that moves slightly differently compared to normal rules of in-betweening
Too fast / slow timing
Position slightly off (but still in the path of action)
More squash and stretch
o Used to:
Help create an action within an action
Help create a subtle yet more interesting attack on how to animate a frame
o Usually done for a breakdown frame
o Example:
This is an example of a head moving along a path of action
From the first keyframe (A), the head moves forwards (B)
Normally, based on the path of action, it would be placed at the very middle, with the
angle based on the position of the two keyframes
- It is technically correct, but is not visually interesting
Tilting it slightly without changing the position can showcase different scenarios:
- Tilting it backwards can incur that the character would stretch the spine first before
moving
- Tilting it forwards can give the idea of doubt or second thought from the character in
question
Overlapping Action
o Pertains that one action is moving in different parts
Timing
Direction
o Usually done to big actions or anything that involves moving the entire body
o Must follow the direction of the main action
Have the same path of action
Have an opposite path of action
o There is a need to undergo:
Separating the moving and the non-moving objects
Determining the main action and the secondary action(s)
Ascertaining the actual movement of the secondary action(s)
o Used to:
Further enhances the quality of the main action by adding secondary actions
Give individual weights to secondary actions
Makes the character look more life-like
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o Example 1:
This example focuses on a concept of drag and follow through
The main action is the head turn, and the secondary actions are the movements of the
jowls and ears
The jowls have a delayed timing, but still going in the same direction (drag)
The ears follow the idea of follow through – where the ears are still moving towards the
path of action even if the main action has stopped
o Example 2:
This focuses on the idea of separation and how it can be used for a body turn
It is divided into the head, torso, legs, and feet
The first to move is the feet, then torso (which slightly moves the legs as well), and then the
head
The exposure time of each instance can be modified according to the preference of the
animator
Breaking of Joints
o Continuous / successive bending of the joints
Nothing else but joints are being bent
Usually seen in the arms and legs only, but can also be done with the entire body
The bending starts off with one joint and then presses on with more joints being bent
Should be able to still maintain a curved path of action
o Enables the idea of the effect of curved animation by using straight lines
Seen in ragdoll physics or cartoons that have noodle-like limbs
Makes the action look very fluid and curved even when the joints are made out of straight
lines
o Used to:
Make the motion more limber
Make the motion more fluid
Make the motion more curved
o Tips to remember:
Determine what is the action that starts first
Determine where the motion comes from
- For a lot of motion, it starts at the hips
- Can also be at the base of the joint (i.e. shoulders, hips)
Focus on only one joint first, then gradually add more
Take note of inverse kinematics
- How a body part should move based on its connected parts
- Example: how would an elbow move based on the positions and movements of the
shoulders and wrists
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o Example:
The example used is a character raising the entirety of the arm
It is possible to make it so that the arm does not move any join, but still have it be placed
up
No breaking of joints makes the action much less fluid
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Gradual change
- Parts of the face would still change one at a time
- The intensity of the expression becomes more and more as the frames pass by, even if
other facial elements are still changing
- In the same example, the order of changing the facial elements is still there, but they still
keep getting bigger as the sequence progresses
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Anticipation
Introduction
o “There are only three things in animation: anticipation, action, and reaction.” (Bill Tytla)
o Refers to the preparation for the main action
Whenever there is an action, there is an anticipation (think of what to do first, then do)
Anticipation can be at least, one of the following:
- Action
- Facial expression
- Staging cue
- Musical cue
o Use to:
Communicate what is going to happen
Create a more impactful result of the action
o Must be from the opposite direction to where the action is going to be
In this example of using a sling, the string is drawn towards the left, which is the anticipation
When the action is done, the ball goes towards the right, which is the main action
o Types of anticipation:
Simple anticipation
Surprise anticipation
Invisible anticipation
o Tips in formulating anticipations:
Find the anticipation before the action
Make sure that the anticipations are simple, direct, and clear
Anticipations must usually be big and grand
Simple Anticipation
o Anticipation that prepares the action
o Characteristics:
Aids the action as expected
Exaggerated action, enough to suspend time for the main action
Tends to have a significant hold time / the audience is able to see it
Gets the job done, but tends to be dull
o Example:
In this sequence of a character chopping wood, the anticipation is when the character
raises the axe, lifts it higher (to get momentum), and then swings it to the tree
There are no extra movements included that would showcase other aspects of the action
(i.e. shaking of hips, spitting on the hands before holding the axe, etc.)
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Surprise Anticipation
o Anticipation gives the audience a certain expectation, but that expectation does not happen
o Anticipation tends to have a more exaggerated action than expected
o Used to:
Subvert expectations for the anticipation
Get a bigger reaction from the audience
Mostly for comedic purposes
o Tips for using a surprise anticipation:
Make the action more exaggerated and distorted than is expected
Better to use straight ahead animation to get a more unexpected result
Understand how the surprise anticipation is used normally to understand how to subvert it
Use it multiple times in a sequence
- There should be smaller sequences with smaller actions and reactions
- Can help lengthen the reaction coming from the audience
- Creates more impact if it is longer
o Example:
The sequence is a character blowing a balloon
The anticipation of inhaling too much:
- Results to an action where the balloon is blown more than it can handle
- Expected result would be that the balloon popping on the character’s face
Having that same anticipation of inhaling the balloon, but changing the results can give a
much more impactful action and a bigger reaction from the audience
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Invisible Anticipation
o Fast type of anticipation
Utilizes one or two drawings only
o Characteristics:
Usually very subtle
Very fast action so it is invisible to the eye – but is very much felt by the audience
o Used to:
Give that “snapping effect”
Animations with shorter times
Subtler actions (actions that use only portions of the body
Create an invisible impact to the action
Be an anticipation for an anticipation
o Example:
The example is of a character stopping a ball using a circular foot flourish
The foot flourish is considered as an anticipation of an anticipation – similar to preparing
oneself to get into position
o Example 1:
This is a series of time charts for a jumping sequence
All of the time charts make up the entire take
Each of the following time charts showcases parts of the action:
- First (A1 – A3): anticipation
- Second (A3 – A8): jumping up / accent
- Third (A8 – A13): jumping down / accent
- Fourth (A13 – A15): settle
o Example 2:
This is a sequence of a character getting surprised
This showcases parts of the take:
- Neutral position: character sees something
- Anticipation: character scrunches down to prepare for the accent
- Accent: character is surprised; stretches upwards to accentuate the action
- Settle: goes back to the neutral position
Accent
o Moment of punctuation in an animation
o Also known as the main action
o Part of the take / sequence
o Characteristics:
Tends to be the main action from the entire sequence
Strictly placed as a few frames or no more than a sequence between two keyframes
Sometimes invisible to the naked eye, but is something that the audience feels
Usually very fast, giving it that snapping effect
o Tips to creating an accent frame:
Add another breakdown frame within the accent to allow for more vitality
Add an anticipation to make the accent more impactful
- Decide on what type of anticipation to use to best assist with the accent
Plan the poses first before animating
- Having too crazy of a take can be unnecessary and results to overanimating
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o Example:
This is an sequence of a character being surprised and then angry
There are four basic poses in this take:
- Neutral: character looks at something
- Anticipation: character squashes down to prepare for the stretched accent
- Accent: character is angry, shouting, and creating an outburst; the jaw is very much
stretched to exemplify the emotion
- Settle: character is still angry but somewhat goes back to the neutral position
Another accent (in red) has been added between the original accent and settle:
- This is an accent where the character stretches even more
- Showcases an end to the outburst but is still angry
- Adds extra vitality to the sequence
- Done using a stretch to exemplify the emotion
- Can be considered as an overshoot
o Types of Accents:
Hard Accent
- Accent that focuses on recoil
- Tends to have a lot of force within a short amount of time
- Tends to end as abruptly as possible
- Example: a hammer hitting the surface would tend to have only one drawing that
comes into contact with the ground before it immediately bounces back
Soft Accent
- Accent that tends to keep on going
- Usually a slow action that is done over a long period of time
- There is usually speed within the accent but the movement continues
- Example: conducting to a waltz tempo goes over even if the accent is already finished
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Stagger Timings
Introduction
o Refers to any type of timing that is done that is not the normal pacing
o Turns a series of drawings of normal action and interleave them back and forth in different
ways
o Done by changing the time charts
Slow-timed actions are drawn a bit faster
Fast-timed actions are drawn a bit slower
Normal-paced actions tend to have a change of slow and fast at the same sequence
o Used to:
Cause motions to shake or vibrate
Create more visually interesting sequences
o Some applications:
Slow timing of a typically fast motion
- Lighting a matchstick
- Running elephants
- Hitting a baseball bat
Fast timing of a typically slow motion
- Running mice
- Falling leaves
- Carrying a heavy object
o Types of stagger timing:
Side-to-side vibration
Wave and whip principle
o Example:
This is an explanation of how the fluttering of a leaf on the wind gives an example for
stagger timing
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Side-by-Side Vibration
o Movement goes to a zigzag motion, giving it the idea that the object in question is vibrating
o Done by interleaving two series of drawings
Animating the entire sequence first
Copying all of the frames in the sequences and placing them a few millimeters off the
original placement
Placing them in between the original frames
o Some applications:
Strumming guitar or other string instrument
Vibrating diving board
Fur vibrating when a character is scared
Shivering from the cold
o Example:
This is a sequence where a character’s head wobbles from side-to-side
It would be better off to start drawing the first half of the wobbling, creating a C-shape; this
is then labeled with a number only (1-33)
The interleaving process takes the entire sequence (frames 1-33) and then placing them
slightly off the original placement (in red) and is then labeled 1A – 33A
The interleaved frames are then inserted in between the actual frames (i.e. 1, 1A, 2, 2A,…
33, 33A)
Whip Principle
o Line movement where the motion is very slow at the beginning, then ends at a very fast pace
Slow movement is usually the anticipation
Fast movement is usually the accent
The action ends with a snap
o Mainly used for objects that can be applied with follow through or drag
o Some applications:
Ponytail hair on a very sharp turn
Horse tail (whipping)
Batting eyelashes
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o Example:
This is a sequence of how the whip action is done using a whip
The action starts very slow, with the hand moving the whip back as a form of anticipation
(frames A and B)
The accent then turns very fast
- Frame C is still the anticipation, which prepares the whip
- Frame D is the start of the accent; with the idea of drag present, it is seen that the
actual whip is dragging behind
- Frame E brings the whip faster forward, and the whip gains more speed, but it is still
lagging behind the stick to where the whip is attached
- Frame F has the stick and hand stopping, and this is the actual accent with contact at
the end of the whip; it is also seen that the end of the whip has caught up with the stick
since it still has momentum while the stick and hand already stopped moving
- Frame G has the hand and stick moving downwards as a settle motion; while the whip
somewhat relaxes
Wave Principle
o Also known as the beauty curve
o Derived from the whip principle, but without the snap
o Essentially is considered as a series of arcs
Helps create a more fluid motion of an object
o Creates a wave
Happens when the arc moves through the objects
There is still a separate path of action
The wave tends to be consistent in terms of movement
Utilizes thirds timing in the time chart
o The sequence of a typical wave looks like:
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References:
Blair, P. (1994). Animation. Walter Foster Publishing: California.
Carey, A. (2019). The Wave Principle: In Theory & Practice, Alex Carey. Retrieved from
https://medium.com/@alexcarey_s/the-wave-principle-in-theory-practice-1763ad5975ec
Technical Education and Skills Development Authority (2018 February 27). Training Regulations
for Animation NCII – Version 02. Quezon City
Williams, R. (2001). Animator’s Survival Kit. Faber and Faber: United States.
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ACTIVITY 7: Self-check 4
Instructions: Read, understand, and analyze the questions. Choose the letter of the BEST answer to
the question. (15 items, 15 pts.)
1. Which of the following guidelines for acting tends to be the most overused?
A. Body language C. Contrast
B. Change of expression D. Twinning
2. Which of the following guidelines for acting looks into the silhouette of the character?
A. Body language C. Contrast
B. Change of expression D. Twinning
3. Which of the following guidelines for acting focuses on maximizing the use of pantomime?
A. Body language C. Contrast
B. Change of expression D. Twinning
4. Which of the following guidelines for composition emphasizes editing out some actions?
A. Exaggeration C. Keep things strong
B. Keep things simple D. Staging
5. Which of the following guidelines for composition utilizes a line of action?
A. Exaggeration C. Keep things strong
B. Keep things simple D. Staging
6. Which of the following guidelines for flexibility emphasizes on the use of squash and stretch?
A. Breaking of joints C. Flexibility in the face
B. Counteraction D. Overlapping action
7. Which of the following guidelines for flexibility have main and secondary actions happen at the
same time?
A. Breaking of joints C. Flexibility in the face
B. Counteraction D. Overlapping action
8. Which of the following guidelines for flexibility makes limbs seem like it doesn't have joints?
A. Breaking of joints C. Flexibility in the face
B. Counteraction D. Overlapping action
9. Which of the following guidelines for flexibility changing the timing of some elements?
A. Breaking of joints C. Flexibility in the face
B. Counteraction D. Overlapping action
10. Which of the following guidelines is considered as an extreme reaction?
A. Accent C. Surprise anticipation
B. Invisible anticipation D. Take
11. Which of the following guidelines is the most subtle?
A. Accent C. Surprise anticipation
B. Invisible anticipation D. Take
12. Which of the following guidelines tend to be the main action?
A. Accent C. Surprise anticipation
B. Invisible anticipation D. Take
13. Which of the following guidelines tends to subvert expectations of the audience?
A. Accent C. Surprise anticipation
B. Invisible anticipation D. Take
14. Which of the following guidelines for stagger timing utilizes interleaving drawings?
A. Side-by-side vibration C. Wave principle
B. Stagger timing D. Whip action
15. Which of the following guidelines for stagger timing utilizes thirds timing?
A. Side-by-side vibration C. Wave principle
B. Stagger timing D. Whip action
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ANIMATION NCII – Animation 12b
Governor Pack Road, Baguio City, Philippines 2600
Tel. Nos.: (+6374) 442-3316, 442-8220; 444-2786;
442-2564; 442-8219; 442-8256; Fax No.: 442-6268 Grade Level/Section: ICT Ani 12 A, B, C, and D
Email: [email protected]; Website: www.uc-bcf.edu.ph
How to Submit:
Answer “7: Self-Check 4” under “Module 7 – Acting and Performance in Animation”.
Submission Channels:
Canvas K-12 LMS (Quizzes)
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