Doing animation using curves vs Keyframing every 2 frames

Hi, here is a question more about the process in general. One of the parts that I struggle as I follow the videos is on adjusting the curves. I try to watch the video first and then replicate, but with so many tweaks to be made its really hard. Then I wonder that in "traditional" animation, animators just manually set the positions for each frame or every other frame (and I guess this would use a constant interpolation). This to me is very evident between frames  10 and 13 to adjust the movement of the foot between the up and the contact (where setting the curve is really complicated). I understand there is another course (about body mechanics which I'm really looking forward to) that is more about the process. But I'm wondering what is usually the easier or the most commonly used (which are two different things). Trying to get an insight on your wisdom :)

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  • Wayne Dixon replied

    Hi Mauro,

    In the body mechanics and workflow course, you will learn more about different workflows.
    But there are 3 methods of working.

    Straight ahead - start at frame 1, then key the next pose, then next pose etc
    Pose-to-Pose - where you put in the most important poses first and then figure out the inbetweens
    Combination - a little bit of both.

    There is general way of getting from the start to the end as well.
    Planning
    Blocking
    Splining 
    and Polish
    (you will learn that in the later course)

    As for how you get to the end result, that is dependent on the animator.  Some animators love the graph editor, some hate it.
    It doesn't matter if your curves look beautiful or not, because at the end of the day it's all about the pixels on the screen.
    I used to do everything with nice beautiful curves - now most of the time I just throw keyframes at it and only get detailed in the GE when I need to.
    (but this has taken years for me to 'know' when it's ok to do this and when it will make the process harder)

    Now is the time for you to learn and experiment, practice, fail, improve, have light bulb moments and figure out the best way for you to get to the end result.
    That's going to be different for me, and the next animator.
    It might even be different for a different shot/exercise.

    But for some general advice while you're figuring all that out is to start with the big stuff, and then move onto the smaller stuff.
    Go from simple to more complicated.  Don't add too much detail first up because it becomes harder to edit.
    Broad movement, to the small.

    Hope that helps.

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  • Mauro Ornelas(mauroornelas) replied

    Hi Wayne, 

    Thanks for the comment. It does make a lot of sense. I think is that part when you get the feeling for what you are doing from experience. Just need to keep going! 

    Thanks,

    Mauro

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