ANIMATING A CHARACTER'S face is one of the most interesting and enjoyable parts of the animation process. We can convey much with the body poses, but this is the really good stuff: the detail that breathes life into our characters. The drama and emotion that the face contains really makes us look inside ourselves and seek to understand and identify with a character. If animating the body makes us entertainers, then animating the face makes us actors.
Facial animation could fill many volumes on its own, but here we'll get into the bread-and-butter techniques that give us a great starting point. No two animators work through the face the same way, and you can build your own dramatic philosophies on the essential tools in this chapter.
WE ARE GOING TO WORK THROUGH some facial animation techniques using a simple example of a typical close-up shot. This keeps the staging simple and makes it easy to focus on just the face, while also being a very common shot style found in film, TV, and games. To make the exercises as straightforward as possible, the body has been blocked in for you, so you only need to worry about the face.
When doing any kind of dialog shot, it's important to thoroughly plan your animation. Don't just dive right in and start keyframing. Listen to the audio by itself, over and over, until all its accents and nuances are thoroughly engrained in your mind. Also think about the context of the line, along with the character's internal thought process and motivation for saying it. It's quite possible to animate a line in completely different ways, yet when played in context with the surrounding shots, only a specific approach will ring true.
In our case, we don't have a context, just a single line to use for practicing some animation technique. For the sake of consistency, we'll pretend that the ideas in this planning section are what a director has instructed us to do. In the real world, this planning and prep would have been done before the body was animated, as it would influence our decisions in that regard as well.
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To import a sound file into your scene, go to File > Import and select the audio file. Then right click on the timeline and choose the file from the Sound menu.
IT'S VERY FEASIBLE to animate the face in a layered fashion, but I've found I get better results when I first block in some initial expressions to use as a foundation. The accents we indicated in our planning stage create a perfect framework on which to base these poses. This also helps make the work stronger, since we can focus on just a few expressions and not worry about making fluid motion yet. We'll put in four poses total: the accents on “nothing” and “say,” the anticipation pose on “to,” and the starting pose. Things will get moved around a little when we refine them, but you'll likely find that these core poses really help keep you on track.
Cenk is a very powerful and versatile rig. We're going to try to make sure to take a very simple approach to the facial posing so that we don't get inundated with keyframes early on in the process. You will also notice we are referencing the Cenk rig into our scenes now–don't forget the great referencing cheats from last chapter!
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In the timeline's right click menu, go to the Sound options box. There you'll find an offset attribute if you need the sound file to start earlier or later a given number of frames.
WITH THE CORE POSES COMPLETED, we're in a good spot to start on the lip sync. As we've seen time and time again, the approach of starting broadly and adding detail in phases will work beautifully here. We won't worry about mouth shapes yet, just the jaw movement. Once that is working, everything else usually falls into place pretty smoothly. It's easy to overlook the variety of timing in the jaw movement. In a given line of dialogue, there is usually a wide range of sharp and smooth movements. One trick that helps make them a bit more tangible is to say the line while holding your hand underneath your jaw. You'll be able to feel the words with sharper timings and then translate that into your curves. I found that the biggest accents were on “I,” “nothing,” and “say.”
Normally rigs come with a “face cam” that is used for animating lip sync. This is especially useful in scenes where the character is moving all over the place, doing twists and turns, etc. Cenk does not come with a face cam, partly due to the fact he is basically one giant face to begin with. If you want to create one, simply create a camera and position it in front of his face. Then select his head_local_con and parent constraint the camera to it.
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Animate the physical movement of what's being said, rather than simply basing it on the words. If you open/close every syllable, the mouth will chatter pop. Analyze yourself saying the line and only put in what you actually see.
THE JAW IS JABBERING AWAY, so it's time to work on the mouth corners. With this rig, the corners are accessible using the left_Mouth_Con and the right_Mouth_con in the facial GUI. The four directions are labeled Smile, Frown, Narrow, and Wide. The two directions we're focusing primarily on in this pass are Narrow and Wide. Other rigs might have more controls for the mouth shapes, but the idea at this point is the same: add another level of detail without going overboard. There's plenty of passes left, so we don't need to do everything at once. Because the mouth rig is so simple, we're basically only worrying about if the corners are in or out at a given time. As for up and down, they will stay in a downward frown position for the entire shot. This is the point where we can start thinking about basic mouth shapes and phonemes. If you're new to animating lip sync, there are plenty of charts online and in classic animation books to study extensively. For this exercise, we'll just walk through the ones we need for the dialogue. Remember, we're not doing the full mouth shapes yet, just the positioning of the corners to get us on the right track.
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Don't forget to animate to the camera primarily, rather than the face cam if your shot has one. Use the face cam as a helper, but ultimately the shapes need to look their best in the shotCam.
LET'S CONTINUE REFINING our lip sync by fleshing out the mouth shapes. This is one of the more organic parts of the process, where you need to experiment a little and do some back and forth to get things working. The following cheat is a guideline, rather than a step-by-step process.
Remember that less is normally more. With the jaw open/close pass working with the lip corners narrow/wide pass, we are generally about 85 percent of the way done. These two passes need to be really close to perfect in order for the lipsync to read well to an audience. By adding this pass of custom shapes we're getting much closer to the final performance.
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Be sure to give any closed shapes at least two frames. Ms, Bs, Ps, Fs, Vs, etc all need to be held at least that long to not look like mistakes or hitches.
THE FINAL STEP to really sell the lip sync is to get the tongue moving on the right sounds, in particular “no-” and “-thing,” the “T” sound on “to,” and the “S” sound on “say.” Unless it's an extreme close-up or something like that, the tongue mainly just needs to be seen when it's touching the top of the mouth, for example on “N” sounds, and when it moves back to the floor of the mouth. Otherwise it generally just needs to stay out of the way.
We can get away with a lot of cheating when keyframing the tongue. Again, since a viewer will normally only see the tongue peripherally when watching the animation, we can build a tongue “flick” and copy it to the correct frames later
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Most of the time you don't need to get crazy detailed with the tongue for lip sync, unless it's an extreme close-up or realistic-style animation. If it's at the top of the mouth when it should be, and we see it travel down when it needs to, that's usually enough to sell it in many situations.
BLINKS ARE A VITAL PART of facial animation and acting, and a great way to add more life and interest to your character. Before we continue with the lip sync animation, let's take a look at doing a typical, standard blink. This is a common approach to doing them, but you want to make sure you don't do all your blinks this way. There are many different kinds of blinks – fast, slow, half blinks, fluttering eyes, takes, disbelief, etc. The approach you use will be dictated by the emotion and thought process of the character. Nevertheless, this is a tried and true way to get a nice, organic-looking blink and is a great starting point for building a “blink library” in your animation toolset.
Remember, we've learned some great ways to copy keys to the clipboard and export animation, so you can take a blink that you create in one file and use it throughout your animations, over and over. Just be sure to add some customization and “flavoring” to each blink to match the scene.
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Another nice touch for blinks can be adding some very slight up and down in the brows. It depends on the situation, but sometimes adding a barely perceptible amount of motion here can help make things more organic.
LET'S REFINE THE BROWS and add a blink to our face animation. We'll have Cenk blink when his head raises, since its speed fits well with the motion we have going. We'll keep it fairly close to a standard blink, except that the closing will be a bit slower since that fits his uncooperative, slightly indignant attitude. Then we'll tighten up the timing of the brows rising, and add an accent in the brows and eyes to bring out the the final word of the shot, “say.”
You may find that you are doing a little bit of back and forth with the timing of lids and brows. Indeed, you need to have a workflow that allows for this process to happen so you can “discover” the best performance. We'll go through adding some blinks to the scene and brow movement, but experiment with some different values and timings in your own shot to get the best result.
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When doing any kind of blink, keep the irises partially visible in all of the opening and closing poses. This avoids flashes of only eye whites, which will pop in an unappealing way.
The brow sections that lead the rest depend on the pose you're hitting at a given time. Use the apex as a guide.
ANOTHER IMPORTANT ELEMENT of organic facial animation is eye darts. They're often used for “keep alive” moments, where a character isn't really moving much but needs to look like they're still a living being. They show that a character is thinking about something and that they have an internal monologue happening. And just on a practical level, our eyes rarely stay focused on the exact same spot for more than a second or so, and usually less.
Eye darts can definitely go deeper than that, however, and should be thought about with as much attention as any other element in a character's performance. An eye dart at the right moment can communicate things that nothing else could. A character's eyes darting away as they're trying to convince someone of something can convey them thinking, “Are they buying this?” or show worry, realization, doubt, or any other internal emotion. This is something that we as animators need to be constantly thinking about.
We'll go through a simple eye dart workflow, but keep in mind it's a starting place. Your decisions about eye darts ultimately depend on what you need to communicate about the character's internal mental state.
Rather than bouncing them around randomly, it helps to create a subtle pattern with the darts. Shapes like triangles, rectangles, etc. can be good guides for plotting the path the darts make, provided you don't make them too obvious. Varied timing and amounts of movement can help with this. Shapes make sense because we often look back and forth between a person's eyes and mouth when we're conversing. For this exercise, we'll do three darts, and form a triangle shape with their path. They're traced in the example as they're very hard to see in still pictures. Be sure to follow along with the Maya file.
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Our eyes tend not to track things smoothly, at least not without turning our head. If the head isn't moving, it's common to do a series of sequential darts, rather than a smooth pan across.
WE'RE IN THE HOME STRETCH with this face animation! All that's left is some tweaks and polishing to make it look as good as possible, which we'll go over in this cheat. No matter what kind of facial rig you run into during your career, the principles remain the same. The face is working as an organic whole, yet some parts are influencing others (brows can influence the lids, mouth corners can push up the cheeks, etc.). From ears to nose flares to a dozen lip controllers, modern production rigs are capable of most any expression possible. Remember, the face has to support the body animation.
Most novices get very excited when they first encounter a sophisticated facial rig, like Cenk. The result is normally a very finely tuned face performance on a lackluster body. Do not do this! The great thing about Cenk is that he is a bouncing ball, so there is no reason that your “body” performance shouldn't be really solid before moving on to the face. And when you venture out into the animation world and use different characters, remember the basics you learned with Cenk. Happy animating!
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Always have a reason for everything you're doing when it comes to acting choices. If you can't justify something by what the character is thinking, you probably don't need it (or you need something else).
REPETITIVE STRESS INJURY, or RSI, is a very real hazard of working on a computer all day, as animation requires us to do. The stress you can put on your hands and wrists doing tiny movements day in and day out can add up to a very painful and debilitating condition that can jeopardize your ability to work. Taking precautions, being conscious of ergonomics, and working smart can keep you happily keyframing for many years.
I've been a victim of RsI, though it was before I became an animator. When I was in music school, I was practicing the piano eight hours a day, and also worked part-time as an IT supervisor for the university's music computer lab. If I was awake, chances are I was playing or typing and using a mouse. everyday I was constantly using my hands without much of a break and it didn't take long before I pushed myself to the breaking point. The pain had been building up gradually in my wrists and forearms, but I shrugged it off until it became too much to ignore. This was before RsI was common knowledge, as it is now, and I went from doctor to doctor trying to figure out what was wrong. eventually I found one who was experienced with this growing phenomenon of the computer age, and could treat me.
It wasn't an easy road to recovery though. At the worst point, I couldn't turn a doorknob or drive because of the pain. I didn't play music for about four months, and had to deal with the possibility of not playing ever again. I had to get lots of physical therapy, quit my job that helped support me through school, postpone classes, and put everything I loved to do on hold. It was an extremely difficult experience to get through, but ultimately an invaluable one because it taught me how important it was to take care of my body. If you can't imagine a life of not animating or at best being in pain whenever you do, you need to make working smart a priority.
Animation is extremely mouse intensive, and until we come up with a better interface, we need to be cautious about our working style. The standard computer mouse is actually one of the worst ergonomically designed devices in the history of civilization. Hold your forearm with the opposite hand and rotate your palm down as it is when using a mouse. you will feel your forearm bones twist over each other, tightly pulling your tendons and muscles above your wrist together. Tension equals friction, and over time your tendons will become inflamed and possibly develop scar tissue that exacerbates the problem.
So step number one: get a better mouse or mouse alternative. I use a Wacom tablet to animate, and since I started with it years ago (along with doing some of the other practices I'll mention), I've had no issues with RsI. It takes a week or so to get used to it, but once you do, you'll find it puts much less stress on your body. Many artists use tablets nowadays, and every place I've worked at had them available upon request.
If you really like using a mouse, research and find a quality ergonomic one. evoluent (www.evoluent.com) makes a great vertical mouse that's very comfortable to use. It's oriented vertically to avoid the forearm twisting mentioned earlier. I've seen plenty of these in animation studios as well.
Take lots of breaks! every hour or so you should take at least 5–10 minutes away from the computer to rest your eyes and hands. It may be hard during a crunch but in the long run it will make you more productive. Besides, it gives you a legitimate reason to make use of the studio's ping pong or pool tables!
Use good posture when working. If you work at home, the investment in a good chair and desk will pay for itself in keeping you healthy. Research ergonomics and find a combination that works for you.
Exercise and eating right is the last element of staying in the animation game. exercise releases the tension that builds up in your body from sitting and working long hours. Doing some weight training will stretch your tendons and muscles and make them more resilient and flexible. since I've stayed with a weight regimen and followed the above advice, I've been working happily with no issues and no pain my entire career.
RSI is very real and its effects can be devastating to your career. Do your homework, insist on working only in proper conditions, and your body will reward you by always being there for you.