Have you ever felt like your animations lack weight and appeal?
Do you feel like your characters “float underwater” after a day or two, looking at them?
If you’re having this problem, you’re not alone. I’ve struggled with this as well, BUT…the solution is easier than you think.
Many animation schools focus on the “motion” part of animation.
That’s why the classic “bouncing ball assignment” comes first in any animation school.
“Movement” in your 3D software is essential…
However, it’s easy to fall into the trap of fiddling around with your curves,
or even worse… overlooking that you’re animating a real character and you end up just animating a lifeless rig.
Back in my student days, I fell into the same trap of moving things around for motions sake…
…until my mentor pointed out my flaw.
He said focus on your “posing” rather than thinking about the movement itself.
And then added:
Would I want this on my desk?
If the pose is not worth displaying on my desk, I work on it until it does. If the pose looks good, I move on to the next one until every single frame looks appealing, from all angles.
I suppose at this point I should introduce myself
My name is Stefan Iverson. I’m a video game animator. I have worked on games such as Rise of The Tomb Raider and Last of Us Part 2.
Many other talented animators grasped the posing concept as well.
Go ahead and pause on any frame of a Pixar or Disney film… You’ll find perfectly crafted poses for the audience. Each one of these poses tells a story about the character.
I like to call these “Pushed Poses”
let’s take a look at what I call “Pushed Poses”
If I tried to copy this pose directly from reference I would end up with a very bland pose like this…
Let’s push the “Main Flow Line” into a harder “S” (Second Image)
You’re able to get a much more dynamic looking pose within minutes of work.
Here’s another example where I define the main flow line of the body then Push It!
Also by dragging the secondary objects (chain and hair) behind. You can almost feel where the she is coming from and where she is going with that sword.
Now let’s take a look at this Heavy Punch Pose.
Let’s push the secondary flow lines with this one.
Notice in the reference my back arm isn’t visible and this causes a unclear pose for the audience.
Would you want to learn more of these? And apply them to your workflow?
The only course that teaches you the Art of dynamic posing for game animations in a systemic way.
You might be wondering if “Push That Pose” is the right learning system for you.
I have to repeat: This is not another animation tutorial. Many other animation courses only teach animation but I found that posing itself is the missing gap when it comes creating appealing animations.
This is why I decided to ONLY to teach you how to pose beautiful dynamic poses efficiently.
Also in this course you’ll get.
No more “Stare at a blank T-Pose” problems… Find the confidence to animate anything without worrying about “Where do I start?”
Looking forward to see you in the members area!