One of the nice things about being an animator is the chance to bring the illusion of life to different characters. These characters often don't have similarities with your own personality, but you have to study them and create appropriate movements in order to tell a story and make the audience believe what they see on the screen.
You don't need (although it may help if you are) to be a skilled martial artist to create a fight scene, or be a tennis player in order to animate a character playing tennis. What you really need is to look for good references and study the movements you need to create.
In this recipe we're going to animate our character making a tennis serve. Nowadays it's just a matter of browsing through a website to see lots of good references on almost every subject imaginable, so a quick search for "tennis serve lesson" on YouTube offers you a long list of detailed video lessons intended to teach you how to perform a tennis serve with your own body. The difference is just that you'll transpose the principles behind that lesson to your character's body. Pick the video lesson you like best and pay attention to the timing, weight, anticipation, position of hands, feet, and torso.
A bonus of using this kind of reference is that you'll not only be able to animate your character, but you'll also know what to do when you're in a tennis court with a racket and a yellow ball in your hands!
008-Tennis.blend.
It has our character Otto properly dressed in a tennis court with a ball and racket near his hands, as seen in the next screenshot: Tennis_Racket
and Tennis_Ball
objects so they stand near the palm of the right and left hands of the character, respectively.With the objects in place, we're going to the blocking phase. By watching the references we'll define the Extreme positions over which we're building our animation. Don't worry about timing yet, just make sure you have Extreme poses that tell the visual story of this action.
When making these Extreme positions, set only the Location and Rotation keyframes (I | LocRot) for the head, torso, and limb bones for now. The squash-and-stretch effect should be added later. In our case, we can define the following Extreme positions:
The following screenshot shows the Extremes along with the frame number where they were set for your reference:
Remember that these frames are just for guiding you, and you may find that a different timing gives a more pleasing result for your eyes. Another thing is that these poses presented here are in side view only for clarity's sake.
The most important view for your blocking process is the Camera view (Numpad 0). That is the only one your audience will actually see, and this is where you must focus your efforts. You should use all orthographic views to help you build your poses, but the poses must only look good in Camera View. For example, it's OK to have a pose that doesn't look perfect in Side view if it looks good in the Camera view. The next screenshot shows how the pose at frame 33 looks very different in the Side and Camera views:
To make it easier to distinguish Extremes, Breakdowns, and extra keyframes in the DopeSheet window, you can use the shortcut (R); this will make the selected saved positions in a different color (pink for Extremes, blue for Breakdowns, and white for other keyframes).
Chapter 7, Easy to Say, Hard to Do: Mastering the Basics has a recipe on Breaking the symmetry, which is about creating uneven and natural poses and overlapping action. The principle of overlapping action says that different parts of an organic body move at different speeds.
1
, and choose Insert Keyframe.Always remember to go back and forth to Camera view and check that everything looks as expected. If it does, call it Final!
The file 008-Tennis-complete.blend
has an example of this shot for your reference.
By watching the video reference closely, using an organized workflow, and understanding the principles of movement and animation, you can create physical actions such as a tennis serve. While animating, you may face the issue of dealing with objects such as the racket and ball. This is solved by using animated constraints. You should also remember to make the Extreme poses first, adjust the timing, add Breakdown poses, and then start working on refinement and details.
Another point to focus on is that your poses need to look good only in camera view. That is the only thing your audience will see. If your pose looks great in all angles, this is great, but not strictly necessary. If your planning phase was properly finished, you should already know where your camera is. Use it to ensure your poses and animation really tell the story for the camera.
Appendix: Extremes, Breakdowns, Inbetweens, ones and twos
Chapter 6: Grasping and throwing objects
Chapter 6: Animating in layers
Chapter 7: Easy to Say, Hard to Do: Mastering the Basics
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