Since the Golden Age of traditional animation in the previous century, animators know that regardless of the action performed by our characters, they must feel alive to our audience. When a character reaches the end of one action, it shouldn't remain completely still. When it happens, it looks like something went wrong—is he dead? Frozen? Is the TV broken?
To avoid that, we must add a slightly modified and carefully built pose after the hold so the character keeps moving and "alive". This is specially true in CG animation, where the animation is on Ones (meaning that each new frame brings a new "drawing") by default. In traditional 2D animation, where the number of drawings per second of footage is normally reduced, this principle is relevant but not always so crucial.
The animation principles are often related, so we generally find and use moving holds along with the principles of Follow Through, Anticipation, Slow In, and Slow Out. Thus, we shouldn't just add a random pose after the hold just to keep our character moving. This motion should be relevant to the timing and spacing of its surrounding poses.
009-MovingHolds.blend
. It has our character Otto with a basic action where he turns his head from his right to his left, as if something called his attention. The next screenshot shows the last keyframe, where he looks to his left: Belly, Head, FK_UpperArm.L, FK_UpperArm.R, FK_LowerArm.L
, and FK_LowerArm.R
slightly (hold Shift for precision) to the opposite direction of the main action.The next screenshot demonstrates this subtle difference by comparing the before and after using the local Y rotation axis curve of the Belly bone:
By making the moving hold go in a direction opposite to the main movement, we create a contrasting movement that acts as an anticipation to the turning action. The transformation for the hold should happen in a balanced amount and, although there are no rules for a moving hold (as they rely on the nature of each movement), here are some general issues to care about:
Now that you have created the moving hold preceding the action, let's create another one after it.
The next screenshot shows the same Y local rotation curve for the Belly bone, with the Extreme position set on frame 25 followed by its moving hold:
The file 009-MovingHolds-complete.blend
has this finished example for reference. Take a look at how the torso and arms bones have their moving holds at different frames, enhancing the movement with a subtle overlapping action.
Before and after each action, our characters normally stay in a held position. While at it, it's important to add subtle movements in order to keep them moving—or look alive—to the eyes of our audience. With this in mind, it's also crucial to add this Moving Hold while considering the preceding and succeeding actions in order to make this motion look natural.
Appendix: Understanding Extremes, Breakdowns, Inbetweens, ones and twos
Chapter 6: Animating in layers
Chapter 7: Easy to Say, Hard to Do: Mastering the Basics
Chapter 9: Animating characters with appendages
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