Sunday, May 15, 2016

Tracing Dat A...namation

Ready to learn how to pose characters? No? Well too bad! Poses are a way for your drawn character to express themselves. Most of animation and even acting is moving from pose to pose in order to illustrate how they feel. It's more obvious on lower budgets, but it's always there. But what makes a good pose? The speaker conveniently broke it down so I don't have to think as hard. 1. A good pose is clear and instantly readable. It's important for us to immediately know what they're doing, thinking and/or feeling. It should be very clear and not easily mistakable. 2. A good pose demonstrates proper physicality. This is less about how they carry themselves and more about how the world carries them. Balance is usually the go-to but so long as it feels like they're constrained by physics they could be doing a leaping action and still pull this of. 3. A good pose is visually interesting. If their to static or generic that's boring. There should be some form of movement or dynamic placement of their limbs to make their pose more unique and personal. There should be a strong line of action, and a lack of symmetry. 4. A good pose conveys character. The pose should be unique to how the character behaves and postures. More importantly it shouldn't break that character's personality. Peter Parker is a dweeb so it's jarring to see someone portraying him move with confidence and swagger. Same for any other character.

This was also pretty good. Principles of animation can still strengthen the way actors move as well. The breakdown of what makes a pose work is intriguing and a good outlook to have in posistioning any character in any medium. Overall pretty useful, but the 15 minutes are more about reinforcing claims than adding to them. Which is useful for explaining the theses, but not really something I can write about.

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