Animating with a wrecking ball

Any professional animator can tell you that animating well is only half of the job. The other half is being able to work well with others: directors, supervisors, your fellow animators, other departments that depend on you, etc.

One of the biggest struggles I see animators face is how to handle changes. Because animation is so time-consuming, it’s easy to think of your work like it’s a kind of architecture: first you must lay down a strong foundation, and then you can start building walls, etc., and finally put on that sweet paint job that makes it look awesome.

Sisyphus, by Marcell Jankovics. Not just a metaphor for your worst day at work, it's also a great short film!

This view is certainly true at a technical level: once the idea of the shot is clear in your mind, the process of blocking, breaking down, and polishing does have a kind of one-directional feel to it. It can be hard to go back and adjust your blocking after you’re well along in the polishing process. So, if for any reason you get notes from your director that change your blocking significantly, it can feel pretty bad.

But if you think this technical process is what your work is about, you’re completely missing the big picture.

Your real job as an animator is to find and execute the best possible performance. The performance is not made of keyframes and curves, any more than it’s made of bricks and concrete. It’s made of ideas. That is what you’re here to find. The part of animation that’s like building a house? That’s just the execution of the ideas. If you’re executing the wrong ideas, it’s like building your house in the middle of the road. No matter how good it looks, it’s not going to be a nice place to live.

Does this look like "work" to you?
Flickr photo courtesy of AlphaTangoBravo (Adam Baker)

So here’s a trick to help you deal with changes: learn to love destroying your own work. Genuinely enjoy it. Relish it. Specifically: you have to enjoy the process of destroying as much as you enjoy creating. Make it fun. Make it something you’ll look forward to, if you’re given the chance to do it.

Remember when you were a little kid? Did you ever make a huge tower of blocks, just so you could knock it down and make a huge crash? Remember how you wanted to do it over and over again? Destruction can be delicious fun.

So before you bring your shot in for review, take a moment to contemplate its utter demolition. Step back and take a hard look at your shot, and ask yourself: if I had to smash this to bits, how would I do it? Which parts would I smash at first? If I had to start again, what would I do differently? Savor that idea for a moment. And bring it with you to your review.

This is your wrecking ball. If the director asks you to make a major change, it just means you’ve got permission to use it. And when you do, you can do it with gusto.

3 thoughts on “Animating with a wrecking ball”

  1. I always believed that as an Animator my responsibility is to make the character alive completely in the service of the story and director’s vision. But carrying a wrecking ball is such a fun way of looking at it !
    Thanks, looking forward to more demolition.

  2. I agree with this except for the delight in destroying animation analogy, I LOVED destroying things as a kid to see the chaos that ensued but on a computer you just hit the delete key and it’s gone. Maybe if by hitting the delete key there was the sound of explosions and an overlay of destruction on screen I’d relish it. Autodesk; I want that in Maya 2014!

  3. Good point, Josh. It’s just one more reason we need a more tactile interface to our medium… But that’s a topic for another post! ;-)

    In an earlier version of this post, I had a machete instead of the wrecking ball. A flamethrower might also be fun. Whatever metaphor helps you feel good about ripping apart your own work, that’s the one you should use! (Come to think of it, this whole idea really is just a variation of the kill your darlings concept from screenwriting, isn’t it?)

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