Keith Lango:
Animating the shoulders: (Reference:
CGChar)
"As with anything in animation there are no absolute
rules that work 100% of the time for every possible solution.
I've been known to make characters that lack specific, anatomical shoulders.
Shoot, I'm hard pressed to think of a character that I've built that
actually HAS anatomical form and function to their shoulders. It's been a
style choice on my part to not have them. (look at the blue guy in my short
Lunch- no shoulders. Same with the other characters I've built over the
years). So not modeling or rigging them in isn't necessarily an evil that
must be purged from the land. It all depends on the style you're going for.
However, if you don't put the shoulders in, then you need to be prepared to
animate your way around that limitation.
I'll offer an example. I've recently been watching & re-studying the 3
Wallace & Gromit films. Masterful animation. But Wallace's shoulders are
pretty stiff. They don't rise or fall with any great regularity, in fact I
doubt they move at all. The primary reason would be that building a stop-mo
armature with movable shoulder angles would be a pretty nasty task to say
the least. So while Wallace has anatomical shoulders in shape, they may as
well not even exist for as little as they move in function. It would seem
that Wallace is doomed to stiff portrayal of emotion. But anybody who
watches the films knows that's not true.
So how do Nick Park and his team of animators get around this? The old magic
trick known as inference, that's how. They use the angle of the upper arm to
the elbows, along with the hand positions as strong, clear silhouette
centric indicators of Wallace's feeling and from that the audience can infer
the shoulder position that helps sell that idea. That classic Wallace pose,
hands up, elbows out, fingers curled, palms forward- it's a great pose and
it gets the idea across of the shoulders being up. When he's nervous or
happy, he's got his hands up, giving the inferred impression that his
shoulders are up. If you make that pose yourself right now sitting in your
chair, you'll note that your shoulder's naturally are up. Viewers
instinctively understand that in order to achieve that pose, your shoulders
MUST be up (the key being the elbows out). So even while factually
the shoulders on the Wallace puppet haven't moved, we're given the
impression that they have moved. Which is fine, the arm angle and
hand position tells us enough to infer that shoulder up feeling.
Now when Wallace is sad, Park's team keeps the arm angle downward, keeping
the elbows in. The hands can be up or down, as they're not as important in
the shoulder inference as the elbows in or out. But by using the technique
of inferring the shoulder position by the arm angle, Park and crew are able
to get the idea across about Wallace's shoulder movement without ever having
to move them in reality. (again, for giggles, hold you hands up just in
front of your collarbones in a classic Wallace pose. Now alternately move
your elbows out or in, leaving your hands where they are in front of your
collarbones. Notice how your shoulders go up or down to accomodate the new
elbow angles?)
I studied that and employed the same technique myself with my shoulderless
character in Lunch. Of course, some actions are absolutely precluded in such
a set up (the hands low, elbows in, palms up shoulder shrug for instance.)
But I've found that there's always more than one way to infer an emotion in
your motion. Getting back to Park, he manages to animate his way around that
limitation in Gromit by using his eyes, eyebrows and head motions. You get
the same idea ("Wha? I dunno.") but with a different bit of movement. Heck,
I'd argue that limitation (not being able to use the shoulders in an
explicit shurgging motion) actually ADDS to the creativity and validity of
the moment in the W&G world because it forces the animators to come up with
a more creative way of expressing that thought without resorting to a
cliche'd shrug.
Animation is all about trickery. Use whatever tricks are necessary to get
the idea across. Literalism in form and function is NOT a pre-requisite to
good animation (thank Heaven for that!). However, if you are going to stray
from the conventions of anatomical form and function, you're gonna have to
be aware of the limitations of that choice and be prepared to dodge the
issue in a creative fashion. Personally, I enjoy the challenge.
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-k
ps: and for the record, I hate rigging and skinning shoulders. The rigging
folks tend to like that sort of stuff, but me, when it comes to making my
own characters for my own projects- I'd rather not spend my time there. To
each their own.
"