Blinks in character animation, Study notes of Design

This study deals with how to use blinks in 3d character animation to enhance your character's acting and performance to sell it to audiences.

Typology: Study notes

2023/2024

Uploaded on 01/22/2024

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Research on Character
Blinks in
Animation
Sandeep Maithani
School of Multimedia
Lovely Professional University, Punjab
Abstract: Facial animation is the heart and
soul of the film and eyes play a very
important role in expressing what emotion a
character is going through.Blinks can to a
greater extent convey to the audiences what
character is feeling emotionally or what
his/her state of mind is. Eye animation mainly
consists of Blinks,eye darts and eyebrows
movement but this paper mainly deals with
blinks in eye animation.
Introduction: In my workflow I do some
really weird and specific stuff to force the
Pupil to do what I wanted in my blinks.
Now with that in mind let's talk about the
blocking of this type of an exercise to block
this out I use three controls and the result of
that is here with only three controls
that is the upper lid the lower lid and
the master and an eye controller that
moves the pupils around
I took it this far now what I want to
share here is that the upper lid does
percent of the work it goes most of
the way down the bottom lip comes up
just a little bit so it's not like right
halfway in the shutter that the top of
the bottom lid both go right in the
middle that's not really how our eyes
work and the third control is just kind
of where the eyes look when you close
your eyes and move your eyeballs around
you get this fluttery thing that happens ,
that's because your pupil and your
eyelids touch and they move around kind
of together so when you close your eyes
the lids don't just go without the
pupil's reacting. It pushes the pupil
Down.Now the second thing we need to do
once we block that in is to add one more
control and that's the eye brow up and down
so if you do that and copy/paste it to the other
side which is a big burr flow thing here
just do one eye and then copy/paste
everything this is pretty much what you
end up with and with only four controls
it's easy to move around the timing and
try different things but when you are
doing the eyebrow it's not just an
up-and-down you have to keep in mind are
the sides coming down first is this
leading like there there should be some
kind of a wave happening or at least you
know some kind of lead and follow to
show that's not just one block of
geometry moving up and down there's
there's some muscles some overlap but it
gives you an opportunity to make it look
a little bit better you can take it from
this with only four controls to then add
a few more controls use the different
brow controls and get this so you can
see the difference is subtle but it
doesn't makes it feel a little bit less
mechanical and more organic which is
what we're after here but this is what I
would call the blocking of the blink the
whole thing all the blocking and a big
thing that's gonna help us with things
feeling organic is timing now if I were
to kind of draw out a chart of how I do
my I blink sand this is again this is
based on lots of very talented animators
teaching me stuff so most of this is not
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Research on Character

Blinks in

Animation

Sandeep Maithani

School of Multimedia

Lovely Professional University, Punjab

Abstract : Facial animation is the heart and soul of the film and eyes play a very important role in expressing what emotion a character is going through.Blinks can to a greater extent convey to the audiences what character is feeling emotionally or what his/her state of mind is. Eye animation mainly consists of Blinks,eye darts and eyebrows movement but this paper mainly deals with blinks in eye animation. Introduction : In my workflow I do some really weird and specific stuff to force the Pupil to do what I wanted in my blinks. Now with that in mind let's talk about the blocking of this type of an exercise to block this out I use three controls and the result of that is here with only three controls that is the upper lid the lower lid and the master and an eye controller that moves the pupils around I took it this far now what I want to share here is that the upper lid does percent of the work it goes most of the way down the bottom lip comes up just a little bit so it's not like right halfway in the shutter that the top of the bottom lid both go right in the middle that's not really how our eyes work and the third control is just kind of where the eyes look when you close your eyes and move your eyeballs around you get this fluttery thing that happens , that's because your pupil and your eyelids touch and they move around kind of together so when you close your eyes the lids don't just go without the pupil's reacting. It pushes the pupil Down.Now the second thing we need to do once we block that in is to add one more control and that's the eye brow up and down so if you do that and copy/paste it to the other side which is a big burr flow thing here just do one eye and then copy/paste everything this is pretty much what you end up with and with only four controls it's easy to move around the timing and try different things but when you are doing the eyebrow it's not just an up-and-down you have to keep in mind are the sides coming down first is this leading like there there should be some kind of a wave happening or at least you know some kind of lead and follow to show that's not just one block of geometry moving up and down there's there's some muscles some overlap but it gives you an opportunity to make it look a little bit better you can take it from this with only four controls to then add a few more controls use the different brow controls and get this so you can see the difference is subtle but it doesn't makes it feel a little bit less mechanical and more organic which is what we're after here but this is what I would call the blocking of the blink the whole thing all the blocking and a big thing that's gonna help us with things feeling organic is timing now if I were to kind of draw out a chart of how I do my I blink sand this is again this is based on lots of very talented animators teaching me stuff so most of this is not

my own you know brilliance it's that I took it from smarter people because I've been to several eye lectures and like blink talks and things like that over CTN with Sean Kelly or Mike makarevich at animation collaborative or just people at DreamWorks talking about things lots of people have told me lots of stuff about how to do eyes and blinks and so credit to all of them for teaching me all this stuff I didn't come up with I don't think any of it but I'm passing it on to you so here we go the timing of a blink so let's say on frame you've got a very open eyes normally you don't have people staring around with her you know looking around with her eyes super wide usually there's a little bit of lid because it's relaxed it's casual and then when they get surprised they need to have somewhere to go for this I'm just gonna stick with an open eye so we can get the point across faster so frame eye is wide open now I say if I frame the eyes closed and again it's percent upper lid percent lower lid and we're Prashad now that would normally mean that the upper lid is here on frame but I say no bring it up a bit just start to you know ease into it have the show that the I started to go down in a blaze it should be like Jewish frames to actually close the eye now don't just start reopening it I think frame is what I'm gonna call the compression frame where you you squash the eye down a little bit and you get it to really press and you show that the blink has happened for two reasons one you want to see and register the action is like got some force there it's not just like the lids are just floating closed actually want to see that there's some there's some muscles happening there and the other reason is if you have these two frames and you're playing at frames per second you'll actually register with the eyes closed truly if it's one frame it just you might miss it two frames allows you to actually see that the eyes did close and blink then we start to open the eyes and I say there's like three frames let's say five six and seven where it starts to open we get a little bit of pupil here it eases up a little bit more and then by here it's probably most of the way open but here we have me I don't know maybe it's like % of the way there and you just have like to % of the eye left to open the lid needs to go that little last bit of distance and then I'm just gonna say like somewhere in there we're not entirely sure but somewhere around to depending on what feels right that's one we'll actually get back to open we're gonna call that to frames that we're gonna ease that over I don't know that one is out I just move it around and I see what feels good but this is how I treat my blinks the main takeaway I want you to get out of this part is that timing wise the time it takes to shut the eye is driven by muscles closing and pushing the eye closed and to open the eye it's just a muscle relaxation so it's not quite as forceful it takes longer to settle back to normal than it did to close the eye so timing wise that's how I set that up with a good two frames in the middle one of them being a compression frame number we're secondly the lid position but we kind of covered that a little bit so again just if you have a more relaxed

going to move all these pieces so that it feels organic and the way you see all of that is tip number six and this is one that I learned at DreamWorks I could watch all these videos recorded classes and archive lectures and things like that that happened at the studio and that is to turn on the Maya mesh view to actually turn on the ability to see the geometry lines on top of your character while you're animating the benefit to this is that when you're trying to do all this connective stuff you can see what parts of the face are moving and which ones aren't so you know exactly where you need to start working so if we look at the first three controls and then after that we add the eyebrows and then we'll add the eyebrows with extra controls and we stop it here for a second you can see how aya is blinking and it feels okay but there's nothing moving but when you blink and you squished your face your cheeks get involved and there's none of that happening here and you can really see it with this view so we can see what I did with all the extra controls it looks like this and some of you might be wondering because someone in the stream asked you know what if the camera is really far away do you need to put in all that extra work if you're not gonna see it all up close what if with this you know single color texture you don't notice all of that detail do you really need it and I think the answer is yes for a couple reasons even if you don't see this stuff when you're working in Maya as an animator maybe the textures are gonna give it away maybe the fur or the hair different things that are gonna come out later in the pipeline are gonna happen and if you're just working as a student on your reel and you don't have other departments to think about well just think of it as if you do that and you get in the habit of doing it and you get better at it and someone does look and they do notice that's gonna be huge bonus points for you for Polish versus if you're like well no one's gonna see it they might notice because it's not about seeing it it's about feeling it and all of this is something that our faces do we're very aware of nonverbal cues and signals from each other day to day life that kind of thing so when we see an animated character that has all this stuff built in it feels very real and we connect with the better but it doesn't happen we just kind of look at and go something's off even if you don't know what it is you feel that something is off so this is a much better way to make sure that your character comes across as a more genuine human being or entity of whatever you're animating so I recommend doing it even if you are in a further camera shot now if you want to watch this entire stream I think it was like six hours of you know full content it's it's a lot of me talking and answering questions lectures about this type of stuff where I get way more detailed of this video so if that sounds intriguing to you you can click the link down below there's a ton of other stuff over on the patreon page so if you're interested check it out and I hope it's helpful and if not I hope this video is helpful I hope these tips will help you to get a few more ideas of what you could be thinking about when you're animating the face and animating the eyes and connecting different things that are happening on your character.