My research concerns the process of animating the 3D character’s body expression and how it is made by the animator. The focus is on the animator’s practice, particularly of the Posing phase of the animation process.
Posing is not one of the 12 Principles of Animation, but the sum of some of the principles that the animator has to keep in mind when creating Key Poses for any specific movement of an animated character. Having so many variables in mind is a very demanding task for the animator and, for that reason, some may be involuntary neglected in the process.
Therefore, this aspect of the 3D animation process is very critical to the final creative result of the animation, in terms of character’s expression, because if the key poses are not very well defined, the computer may not generate sufficiently expressive animation.
In consideration of this, this research develops the hypothesis that a solution is located within Posing, in the Animation Blocking phase of the process. The thesis will propose that by systematising the procedure for Posing by taking advantage of some Traditional Animation, Fine Arts and Acting concepts – Line of Action, Contrapposto, Serpentine Line and Power Centre – and its underlying rationale, the animator should be able to create character body expression in an easier and less time-consuming way introducing better methods of efficiency – and to achieve better creative results.
The thesis will therefore make the argument that such a solution would give the animator the possibility to work the body expression as a whole and to keep in mind the rationale underlying those concepts, the resulting character animation would be very expressive and made in a more efficient way.
Additionally, a 3D pose tool will be developed, based on those concepts, to serve as a visual guide to the animator when posing with the proposed new approach.