Tying the Face Together
Based on my last two posts about the brows and mouth, I wanted to talk about tying it all together and getting the face to feel more fleshy and the parts all working together.
Getting it too all work together:
Something that really stands out to me in Disney 2D animation is
how well the facial expressions are designed so that all the parts work
together. When I first started dialogue shots at Animation Mentor, I found in my
own animation there seemed to be a tendency for the top and bottom halves of the
face to feel quite separate.
So I asked one of my mentors about this, and he said; "Make sure
you get the entire face involved". What I found that meant was that all the
muscles in the face are connected and when you make an expression on your own
face, or on your character, all the parts are effected by each other.
I recently bought a little camera that allows me to shoot slow
motion video up to 1000 frames per second. The quality is really low at that
speed (and its too slow anyway for facial stuff), but at 240fps it looks great.
I recorded a line of dialogue with me acting out the words so that you can see
how much is going on in the face and will be the basis of what I am talking
about (don't laugh at me!)
Slow Motion Video Reference at
240fps
So this is how I have been trying to get that feeling more into my
work. Remember, I am still just learning this stuff too and I am sure there are
many other ways to do this. None of these things are rules, but just things that
I have found has worked for me along the way.
The brows and upper eyelids:
When the brows press down or stretch up they seem to have an
effect on the upper eyelid. This eyelid is pushed and pulled into shapes by the
brow.
This however does not mean that the eyelids must always follow the
brow, quite often they can lead the action prior to the brows movement.
The mouth corners and cheeks and bottom eyelids:
As the mouth corner raise in a smile the cheeks also push up under
the eyes. The same happens when the mouth corners drop, the cheeks drop too. In
CG animation I have found you can copy this animation from the corners the
cheeks and scale it down to make sure they are related (and some instances delay
it by a frame too).
When the cheeks raise and lower the seem to push and pull the
bottom eyelid as well. In a big smile the bottom eyelids would push up and the
same in a big scream the cheeks pulling down would also pull on the bottom
lids.
The jaw and nose:
As the jaw opens and closes it also seems to pull and push up on
the nose. Go on, try it! No one is watching. Hold your finger against your nose
and open you mouth and you will feel the nose pulling down.
All of these things combined can really make you facial animation
feel much more fleshy. Have the skin being pushed and pulled, squashed and
stretched and making sure these elements are all effecting each other really
makes it all feel tied together.
A great example of all of this working in animation can be seen in
the Disney film, 'Tangled' (I know, I keep showing it, but damn, the animation
is so good!) This shot is of Mother Gothel:
The Eye and Mouth Zipper AKA Making them Sticky:
When watching a lot of live action and animated footage
frame-by-frame something that really stands out is how the eyelids and mouth
seem to be naturally sticky. Once they are closed together they seem to want to
stay that way so that when they opening it feels like you have to really pull
them open.
I know some CG rigs have an eyelid or mouth zipper control, but
unfortunately on Bishop from Animation Mentor it does not and we have to do it
manually. (Which actually helps when learning how this effect works - so its a
good thing!)
Eyes:
As the eye opens, one section is chosen to pull open first. The
lids lift up and then one part pops open before the rest following in a zip like
action. Take a look at this great example from Ratatouille:
Mouth:
The same thing happens with the mouth. Usually it is the middle
section of the mouth that pops open first and then is followed by the outside
edges. But if someone is talking out of a certain side of their mouth you can
open the edge first as well.
There is an extra part of the mouth and eye pulling action that
also needs to be explained. The lids and lips need to feel like they are
stretching and pulling prior to unzipping. In the mouth this is done by pulling
the jaw open, but keeping the lips closed and having the corners and lips pull
down as seen in the diagrams above.
Head Squash and Stretch:
Finally, something that I think really helps to make all of this
tie together again is a small amount of head squash and stretch. Some rigs allow
the top and bottom parts of the face to be handled separately, but even with
rigs like Bishop a global squash or stretch can add a lot too.
These Preston Blair drawings from the book 'Advanced Animation'
really explain this well:
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