animation
Purpose
Turn keyframes into performance. Animation without a story is motion; with a story it's meaning. Deliver shots that read at small size, with clean contacts, arcs, intent, and a lock.
Scope
D61 Facial Animation [SIT], D62 Lip Sync [SIT], D64–D78. Requires a signed-off rig. Creature motion uses D05 spec + Ch 16, but the performance lives here.
Activation Conditions
- Animate, walk cycle, acting, lip sync, polish, graph editor, NLA, gait, flight, fight, secondary
Use animation
Non-Activation Conditions
- Rig not signed off (→ rigging)
- Designing the creature's skeleton logic (→ character-design / sculpting-anatomy)
- Simulating cloth as the primary task (→ costume-groom / simulation) — this skill requests secondary after body lock
Instructions
- Refuse to animate a non-final rig (economy rule 5).
- Gather motion ref (D12). Act it out.
- Pipeline (D64 / 29.1): blocking (stepped keys) → splining → polish. Reviews at each.
- Principles (D65 / 29.4) in Blender practice: squash/stretch, anticipation, staging, straight-ahead vs pose-to-pose (Blender = pose-to-pose; straight-ahead for chaos), follow-through/overlap, slow-in/out, arcs, secondary, timing, exaggeration, solid drawing (volume), appeal. Plus modern: camera-relative silhouette, holds as acting.
- Graph Editor is the instrument (29.2): handles, easing, channel cleanup, no noisy keys.
- Timing/spacing tables at 24 fps (29.3).
- Locomotion (D66): contact, passing, weight shift. Human (D67), animal (D68), invented (D69) from spec mass and COM.
- Quadruped (D70), multi-leg (D71 tripod/phase), flying (D72 — 90% illusion), swimming (D73 undulation/drag).
- Fighting (D74): telegraph, impact freeze, reaction sells the hit.
- Acting (D75/D76): intent first; eyes lead; head leads body; weight/force readable; stillness is a weapon (horror).
- Facial (D61): eyes/brows first, then mouth. Micro-motion. Lip sync (D62): visemes on phoneme timing, not word timing. Audio is king.
- Secondary (D77): hand-keyed overlap for character; sim for cloth/hair after body lock.
- Polish (D78 / 29.9): arcs, spacing, contacts, offsets. Then STOP (5.10).
- Camera-relative: if it doesn't read in the shot camera at small size, it fails.
- NLA/actions for cycles and reuse (29.8).
- Shot sign-off (
checklists/animation-shot-signoff.md).
Procedures
Blocking → spline → polish
Blocking: stepped, full poses, holds, contacts. Spline: interpolation, overlap offsets. Polish: tiny offsets, breathing, eye darts, cloth request.
Multi-leg gait → Tripod → Phase
Never animate 6 legs as 3 pairs of bipeds. Stability tripod; phase diagram; gait driver if rigged.
Lip sync → Phoneme → Viseme → Mouth shape
X-sheet or Dope Sheet against waveform. Closed forms on stops (B/P/M). Jaw + lips + tongue (if rigged). Don't over-enunciate.
Invented motion
Mass vs speed vs limb count from spec. If gait wouldn't support mass, send back to design — do not "animate around it."
Decision Logic
- Mocap vs hand-key: 5.14. Creatures: hand-key from animal ref.
- Stylized: exaggeration on top of real logic, not instead of it.
- Secondary: fake/drivers first; sim later.
Inputs
- Signed-off rig, animatic timing, motion ref, shot camera, audio for dialogue, creature spec if any
Outputs
- Shot animation (actions/NLA)
- Facial/lip-sync if implied
- Secondary notes / sim requests
- Sign-off
- Shared state: shot status blocked→splined→animated;
locks.animation per shot
Tools
Dope Sheet, Graph Editor, NLA, Pose library, onion/motion path, video empty for ref. Depth 29 tables.
Constraints
Don't polish during blocking. Don't animate without the shot camera. Don't start cloth sim mid-body-change.
Edge Cases
- Flight: body pitch, glide, wing speed sell weight; takeoff/land need anticipation.
- Horror: holds, then 2-frame impact; negative space.
- Transformation sequence: timing to music; many visibility switches; VFX owns the spectacle.
Failure Modes & Fixes
| FAIL |
FIX |
| Floaty |
Contacts, weight shift, slower settle |
| Twinned / robotic |
Offset pairs; overlap |
| Mouth flaps |
Viseme chart; hold closed forms |
| Unreadable |
Stage to camera; silhouette |
| Multi-leg spaghetti |
Phase diagram; fewer keys; gait driver |
| Infinite polish |
5.10 lock |
Dependencies
- NEEDS
rigging sign-off
- Consumes preproduction timing and cinematography camera
- DRIVES simulation/costume secondary
- ⇄ rigging feedback
Related Skills
rigging, cinematography, costume-groom, simulation, preproduction, production-finishing (sound)
Delegation Rules
- Missing control / pop →
rigging
- Topology collapse on squat →
modeling via rigging feedback
- Hero cloak sim →
costume-groom after lock
- Shot size/angle changes →
cinematography (don't animate to a camera that will move)
Examples
- Walk 24 fps: contact 0/12, passing 6/18, hip sway, shoulder counter, foot roll used.
- Six-legged walk: tripod A (1-3-5) / tripod B (2-4-6); body bob from mass; cloak sim after.
Required Knowledge / Context
knowledge/domains/ch08-animation.md
knowledge/domains/ch07-facial.md (D61–D62)
knowledge/depth/ch29-animation-depth.md
References to Shared Resources
checklists/animation-shot-signoff.md
workflows/character-pipeline.md
workflows/creature-pipeline.md
1---2name: animation3description: Performance pipeline from blocking to polish — 12 principles in Blender practice, locomotion (human, animal, invented, multi-leg, flight, swim), acting, fighting, facial animation, lip sync, secondary motion, NLA, Graph Editor mastery.4---56# animation78## Purpose910Turn keyframes into performance. Animation without a story is motion; with a story it's meaning. Deliver shots that read at small size, with clean contacts, arcs, intent, and a lock.1112## Scope1314D61 Facial Animation [SIT], D62 Lip Sync [SIT], D64–D78. Requires a signed-off rig. Creature motion uses D05 spec + Ch 16, but the *performance* lives here.1516## Activation Conditions1718- Animate, walk cycle, acting, lip sync, polish, graph editor, NLA, gait, flight, fight, secondary19- `Use animation`2021## Non-Activation Conditions2223- Rig not signed off (→ rigging)24- Designing the creature's skeleton logic (→ character-design / sculpting-anatomy)25- Simulating cloth as the primary task (→ costume-groom / simulation) — this skill *requests* secondary after body lock2627## Instructions28291. Refuse to animate a non-final rig (economy rule 5).302. Gather motion ref (D12). Act it out.313. Pipeline (D64 / 29.1): blocking (stepped keys) → splining → polish. Reviews at each.324. Principles (D65 / 29.4) in Blender practice: squash/stretch, anticipation, staging, straight-ahead vs pose-to-pose (Blender = pose-to-pose; straight-ahead for chaos), follow-through/overlap, slow-in/out, arcs, secondary, timing, exaggeration, solid drawing (volume), appeal. Plus modern: camera-relative silhouette, holds as acting.335. Graph Editor is the instrument (29.2): handles, easing, channel cleanup, no noisy keys.346. Timing/spacing tables at 24 fps (29.3).357. Locomotion (D66): contact, passing, weight shift. Human (D67), animal (D68), invented (D69) from spec mass and COM.368. Quadruped (D70), multi-leg (D71 tripod/phase), flying (D72 — 90% illusion), swimming (D73 undulation/drag).379. Fighting (D74): telegraph, impact freeze, reaction sells the hit.3810. Acting (D75/D76): intent first; eyes lead; head leads body; weight/force readable; stillness is a weapon (horror).3911. Facial (D61): eyes/brows first, then mouth. Micro-motion. Lip sync (D62): visemes on phoneme timing, not word timing. Audio is king.4012. Secondary (D77): hand-keyed overlap for character; sim for cloth/hair after body lock.4113. Polish (D78 / 29.9): arcs, spacing, contacts, offsets. Then STOP (5.10).4214. Camera-relative: if it doesn't read in the shot camera at small size, it fails.4315. NLA/actions for cycles and reuse (29.8).4416. Shot sign-off (`checklists/animation-shot-signoff.md`).4546## Procedures4748### Blocking → spline → polish49Blocking: stepped, full poses, holds, contacts. Spline: interpolation, overlap offsets. Polish: tiny offsets, breathing, eye darts, cloth request.5051### Multi-leg gait → Tripod → Phase52Never animate 6 legs as 3 pairs of bipeds. Stability tripod; phase diagram; gait driver if rigged.5354### Lip sync → Phoneme → Viseme → Mouth shape55X-sheet or Dope Sheet against waveform. Closed forms on stops (B/P/M). Jaw + lips + tongue (if rigged). Don't over-enunciate.5657### Invented motion58Mass vs speed vs limb count from spec. If gait wouldn't support mass, send back to design — do not "animate around it."5960## Decision Logic6162- Mocap vs hand-key: 5.14. Creatures: hand-key from animal ref.63- Stylized: exaggeration on top of real logic, not instead of it.64- Secondary: fake/drivers first; sim later.6566## Inputs6768- Signed-off rig, animatic timing, motion ref, shot camera, audio for dialogue, creature spec if any6970## Outputs7172- Shot animation (actions/NLA)73- Facial/lip-sync if implied74- Secondary notes / sim requests75- Sign-off76- Shared state: shot status blocked→splined→animated; `locks.animation` per shot7778## Tools7980Dope Sheet, Graph Editor, NLA, Pose library, onion/motion path, video empty for ref. Depth 29 tables.8182## Constraints8384Don't polish during blocking. Don't animate without the shot camera. Don't start cloth sim mid-body-change.8586## Edge Cases8788- Flight: body pitch, glide, wing speed sell weight; takeoff/land need anticipation.89- Horror: holds, then 2-frame impact; negative space.90- Transformation sequence: timing to music; many visibility switches; VFX owns the spectacle.9192## Failure Modes & Fixes9394| FAIL | FIX |95|---|---|96| Floaty | Contacts, weight shift, slower settle |97| Twinned / robotic | Offset pairs; overlap |98| Mouth flaps | Viseme chart; hold closed forms |99| Unreadable | Stage to camera; silhouette |100| Multi-leg spaghetti | Phase diagram; fewer keys; gait driver |101| Infinite polish | 5.10 lock |102103## Dependencies104105- NEEDS `rigging` sign-off106- Consumes preproduction timing and cinematography camera107- DRIVES simulation/costume secondary108- ⇄ rigging feedback109110## Related Skills111112rigging, cinematography, costume-groom, simulation, preproduction, production-finishing (sound)113114## Delegation Rules115116- Missing control / pop → `rigging`117- Topology collapse on squat → `modeling` via rigging feedback118- Hero cloak sim → `costume-groom` after lock119- Shot size/angle changes → `cinematography` (don't animate to a camera that will move)120121## Examples122123- Walk 24 fps: contact 0/12, passing 6/18, hip sway, shoulder counter, foot roll used.124- Six-legged walk: tripod A (1-3-5) / tripod B (2-4-6); body bob from mass; cloak sim after.125126## Required Knowledge / Context127128- `knowledge/domains/ch08-animation.md`129- `knowledge/domains/ch07-facial.md` (D61–D62)130- `knowledge/depth/ch29-animation-depth.md`131132## References to Shared Resources133134- `checklists/animation-shot-signoff.md`135- `workflows/character-pipeline.md`136- `workflows/creature-pipeline.md`