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John Kundert-Gibbs
Kristin Kundert-Gibbs

Action!
A C T I N G L E S S O N S F O R C G A N I M AT O R S

SERIOUS SKILLS.
Action!
Acting Lessons
for CG Animators
Action!
Acting Lessons
for CG Animators
J o h n K u n d e r t- G i b b s | K r i s t i n K u n d e r t- G i b b s
Disclaimer: This eBook does not include ancillary media that was packaged with the
printed version of the book.
A c q u i s i t i o n s E d i t o r : Mariann Barsolo
D e v e l o p m e n t E d i t o r : Toni Ackley
P r o d u c t i o n E d i t o r : Dassi Zeidel
C o p y E d i t o r : Liz Welch
P r o d u c t i o n M a n a g e r : Tim Tate
V i c e P r e s i d e n t a n d E x e c u t i v e G r o u p P u b l i s h e r : Richard Swadley
V i c e P r e s i d e n t a n d P u b l i s h e r : Neil Edde
B o o k D e s i g n e r : Caryl Gorska
C o m p o s i t o r : Chris Gillespie, Happenstance Type-O-Rama
P r o o f r e a d e r : Publication Services, Inc.
I n d e x e r : Ted Laux
C o v e r D e s i g n e r : Ryan Sneed
C o v e r I m a g e : ©iStockPhoto
P r o j e c t C o o r d i n a t o r/C o v e r : Lynsey Stanford

All photos, unless otherwise credited, are by John Kundert-Gibbs.

Copyright © 2009 by Wiley Publishing, Inc., Indianapolis, Indiana

Published simultaneously in Canada

ISBN: 978-0-470-22743-5

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical,
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Library of Congress Cataloging-in-Publication Data

Kundert-Gibbs, John L.

Action! : acting lessons for CG animators / John Kundert-Gibbs. — 1st ed.

p. cm.

ISBN-13: 978-0-470-22743-5 (paper/DVD)

ISBN-10: 0-470-22743-5 (paper/DVD)

1. Computer animation. 2. Animation (Cinematography) 3. Motion picture acting. 4. Motion pictures—Production and direction. I. Title.

TR897.7.K82 2009

006.6’96—dc22

2008052149

TRADEMARKS: Wiley, the Wiley logo, and the Sybex logo are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates,
in the United States and other countries, and may not be used without written permission. All other trademarks are the property of their respective
owners. Wiley Publishing, Inc. is not associated with any product or vendor mentioned in this book.

10 9 8 7 6 5 4 3 2 1
Dear Reader
Thank you for choosing Action! Acting Lessons for CG Animators. This book is part of
a family of premium-quality Sybex books, all written by outstanding authors who com-
bine practical experience with a gift for teaching.
Sybex was founded in 1976. More than 30 years later, we’re still committed to produc-
ing consistently exceptional books. With each of our books, we’re working hard to set a
new standard for the industry. From the authors we work with to the paper we print on,
our goal is to bring you the best books available.
I hope you see all that reflected in these pages. I’d be very interested to hear your com-
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about this or any other Sybex book by sending me an email at [email protected]; if you
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Customer feedback is critical to our efforts at Sybex.

Best regards,

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Vice President and Publisher
Sybex, an Imprint of Wiley
For our boys:
Josh and Kenlee.

Acknowledgments
This book would not have been possible without generous support from the
University of Georgia. The Department of Theatre and Film Studies provided space
and equipment as well as many talented students. We wish to thank, in particular,
David Saltz, head of the department, and Garnett Stokes, dean of the Franklin College
of Arts and Sciences, for their enduring support. The Master of Fine Arts (MFA) and
undergraduate students in acting, media, and design all contributed time and energy
to this project. The MFA performance class of 2009 was instrumental in our work.
Their members include Jacqueline Carey, Ruth Crews, Norman Ferguson, Koqunia
Forté, Scotty Gannon, Rob Glidden, Jonathan Phipps, Amy Roeder, Brandon Wentz,
and Shana Youngblood. In addition, James Orara, David Floyd, and Lena Gieseke
contributed countless hours modeling and rigging the characters included on the DVD.
The people at Sybex have been amazing partners in this journey. We thank them
all, especially Mariann Barsolo, Toni Zuccarini Ackley, Dassi Zeidel, Ryan Sneed, Liz
Welch, and Publication Services.
About the Authors

John Kundert-Gibbs is an associate professor of animation in the


Theatre and Film Studies Department at the University of Georgia. John is an author
of the popular Mastering Maya series, and also edited the two volumes in the Maya:
Secrets of the Pros series. In addition to his books on Maya and 3D animation, John
writes, designs, and directs for the theater.

Kristin Kundert-Gibbs has worked as a producer, director, vocal


coach, and actress in theaters such as 7 Stages, the North Carolina Shakespeare Festival,
the Kingsmen Shakespeare Festival, the Warehouse Theatre, and others. She is an assis-
tant professor of acting and voice in the Department of Theatre and Film Studies at the
University of Georgia, and has also taught at Duke, William and Mary, and Indiana
State University.
CO N T E N T S at a glance

Introduction ■ xiii

Chapter 1 ■ What Is Acting?   1


Chapter 2 ■ Foundations of Animation   39
Chapter 3 ■ Stanislavski’s System   67
Chapter 4 ■ Commedia dell’Arte   89
Chapter 5 ■ Bioenergetics   119
Chapter 6 ■ Using the Work of Michael Chekhov in Animation    145
Chapter 7 ■ Essences   177
Chapter 8 ■ Laban Effort Analysis   203
Chapter 9 ■ Alba Emoting   237
Chapter 10 ■ The Voice and Voice-Over Acting   267
Chapter 11 ■ Creating Lip Sync and Facial Performance for Voiced Characters   291
Appendix ■ About the Companion DVD 315

Index ■ 319
Contents
Introduction xiii
Chapter 1 ■ What Is Acting? 1

A Brief History of Acting 2


How an Actor Works 10
How Acting Relates to the Animator 15
Beginning Acting Exercises 16
Chapter 2 ■ Foundations of Animation 39

What Is Animation? 40
Why Animate? 41
A Brief History of Animation 42
The Disney 12 Principles 47
Facial versus Body Animation 55
The Facial Action Coding System 56
Rigging in a Nutshell 58
Animation Exercises 60
Chapter 3 ■ Stanislavski’s System 67

The Beginning of His Life in Art 68


The Moscow Art Theatre 68
The System 69
Exercises in Stanislavski’s Method 78
Chapter 4 ■ Commedia dell’Arte 89

Acting Commedia 90
The Characters 90
Relating Commedia Characters
to Animation 99
Commedia Acting Exercises 101
Animation Exercises 109
Chapter 5 ■ Bioenergetics 119

Energy 120
Character 121
Bioenergetics Acting Exercises 131
Bioenergetics Animation Exercises 139
Chapter 6 ■  Usingthe Work of Michael
Chekhov in Animation 145

Michael Chekhov 146


The Chekhov Technique 148
Exercises Using the Michael Chekhov
Technique 162
Using the Michael Chekhov Technique
in Animation 166
Chapter 7 ■ Essences 177

What Is an Essence? 178


Exercises for Understanding Essences 184
Using Essences with Animation 196
Chapter 8 ■ Laban Effort Analysis 203

Rudolf Laban 204


The Effort Shapes 204
Exercises to Use Laban’s Movement
Categories in Acting 215
Creating Laban Effort Shapes in
Animated Characters 229
Chapter 9 ■ Alba Emoting 237

Development of Alba Emoting 238


The Patterns 239
Alba Emoting for Inanimate Characters 247
Exercises to Create Alba Emoting Patterns 248
Exercises for Creating Alba Patterns in
Animated Characters 259
Chapter 10 ■ The Voice and Voice-Over Acting 267

What Is a Voice-Over? 268


How the Voice Works 269
Working On Your Voice 271
Developing Your Character Voices 287
The Voice-Over Session 288
Chapter 11 ■  CreatingLip Sync and Facial
Performance for Voiced
Characters 291

“Reading” Audio Performances 292


Capturing Audio (and Video) for
Voice-overs 296
Creating Lip Sync 298
Exercises in Lip-Synced Facial Animation 304
Appendix ■ About the Companion DVD 315

Index 319
Introduction
As an animator, you are basically doing the job of an actor—just very
slowly. You are creating a living, breathing character that tells a story, shares an experi-
ence, and moves an audience. Your character becomes “animated” with the body, voice,
and emotions you breathe into it. This process is similar to what an actor goes through
when creating a role, so you need to understand the process of creating a realistic charac-
ter on the screen from the actor’s perspective as well as from the perspective of the CG
artist in order to create the most compelling characters possible.
This book is a synthesis of the fields of acting and animation, a guidebook for you,
the animator, who most likely has more training in the technique of animating (motion,
keyframing, solid drawing, and the like) than in the process of developing a character
with emotion, intent, and a through line (a driving desire that the character has). Within
these pages you will discover secrets actors spend years (and often lots and lots of money)
learning—and how to apply these secrets directly to animation. Rather than having
to read a number of books on acting and animating and figuring out how to put them
together yourself, this book is purpose-built just for you: the animator who wants to
understand how to create more powerful, compelling characters utilizing the advanced
techniques stage and screen actors have perfected over the years.
In a sense, your process in creating character animation is twofold. First, you must
create the character, and then you must transfer it to the computer. Perhaps you could
argue that you are creating the character directly on the screen, but in any case your
artistic medium is not the same as an actor, who uses their own body, voice, and emo-
tions as the final output. Instead, your instrument is the hardware and software avail-
able to you. Nevertheless, your character still has a body, voice, and emotions, just as
the actor’s character does, so understanding and employing the techniques of an actor is
essential to bettering your artistry.
What is most important for you to take away from this book is the understanding of
the process an actor goes through when creating a character, along with the knowledge
of how to transfer or use one or more acting techniques in a given animation. The tech-
niques presented in this book are designed to broaden your storehouse of knowledge and
increase your “toolbox” for developing a character. This book is not intended to turn
xiv ■ Introduction

you into an actor; we would venture to say that no book could turn someone into an actor.
As with becoming an accomplished character animator, only years of hard work can do
that. Sanford Meisner, one of the greatest acting teachers of the 20th century, said that it
takes 20 years to make an actor, to gain the experience and technique necessary to truly
act. Rather than send you out on a 20-year quest to become an actor, we present numerous
proven (and sometimes private) techniques that help actors create character, communicate
emotion and intent, and connect with the audience. These techniques provide an excellent
complement to the technical knowledge of 3D software (or 2D software, or drawing) that
animators learn.
We believe it is virtually impossible to understand and internalize the work and pro-
cess of an actor without participating in this process. Reading about it will only increase
your intellectual understanding, while doing it will allow you to viscerally experience the
creation of a new life. In most theater programs across the country, acting is a required
element of a degree in theater. Even if an individual never intends to set foot on the stage—
instead planning to design, write, or direct—he or she must fully participate in an acting
class to understand the art of acting, which is central to the creation of character. In simi-
lar fashion, you are creating character through animation, and there is no substitute for
experience in creating animation to learn the process and master the technique. To facili-
tate the need to practice what you learn, a large percentage of this book involves both act-
ing and animation exercises, where you can apply the knowledge you learn in these pages
directly to your own and your virtual character’s bodies. Take your time, have patience
with yourself, participate in the exercises fully, and your skills as an animator (and actor
for that matter) will grow immensely.

What You’ll Learn


Character animation is far more than simply moving body parts around and hoping every-
thing looks good when you get done. It is a blending of technical, artistic, and acting skills
that come together to create a performance, by pixels on a screen (or lines on paper), that
connects with and moves an audience. This combination of skills is a complex alchemy,
but all too often books and classes focus only on the technical aspect of animation.
Knowing how to work in a 3D package is crucial to being able to animate, but it is not suf-
ficient for creating the memorable performances any animator wants to make.
This book is our answer to filling in what many animators miss in their reading or
classroom training: the artistic and especially acting part of animation. While not as easily
Introduction ■ xv

quantifiable as the technical skills, we feel it is imperative that animators have a solid
understanding of acting techniques and methodologies. Although taking a basic acting
class is great and we highly recommend it, there are many techniques that only advanced
acting students have access to—techniques that are ideally suited to animators as well as
actors—and we have gathered these techniques together in this book to present to you, the
animator.
This book is designed for you, with a special emphasis placed on external acting tech-
niques. These techniques create the body or outside of the character, so they will translate
more closely to your work of graphically creating a character. Working through this book
will provide you with a solid knowledge of how these advanced acting techniques work, as
well as how to apply them to your character animation work. From utilizing Commedia
lazzi (or “takes”), to breathing in patterns that create emotion, to analyzing energy blocks
within one’s body, to many others, you will have a veritable smorgasbord from which to
choose when creating your next character animation.
In addition to intellectual knowledge, this book presents numerous exercises designed
to help you incorporate character and acting into your own body—and then transfer this
knowledge to practice in animation exercises. You will thus practice what you learn with
immediate, precisely focused exercises to help you internalize and master the skills and
knowledge presented.

What You Should Already Know


This book is for people with some experience with a 3D animation package. Although we
cover the basics quickly in Chapter 2, we assume you already know how to open a scene,
what animation is, how to create keyframes, and all the other fundamentals of working
in a 3D package. Additionally, any experience you have doing character animation will be
very useful. If you feel you need some help on the basics, try a book to get you started, such
as Dariush Derakhshani’s Introducing Maya 2009 (Sybex 2009).
This book focuses on 3D animation, particularly using Autodesk’s Maya 3D animation
package. However, we have presented the techniques and exercises in these pages in as
platform-agnostic a fashion as we can, and thus you should be able to follow along using
any 3D package, any 2D animation package, or even if your preferred animation “package”
is a pencil and paper: the knowledge presented here is for all animators.
xvi ■ Introduction

How the Book Is Organized


The book begins with a basic introduction to the history of acting and of animation. It
then progresses to discuss the Stanislavski system of acting, which is the foundation of
almost all modern acting theory. Chapters 4 through 9 form the heart of the book, pre-
senting different external acting techniques, their theories and practice. Chapters 10
and 11 discuss creating character voices and working with recorded voiceovers when creat-
ing verbal character animation.
In each chapter is a series of exercises designed to help you understand and incorporate
the work discussed in the chapter. We present acting exercises for the given technique first,
and then progress to animation exercises designed to help you transfer the techniques from
your own body to the virtual one on your computer screen.
The acting exercises are divided into two kinds: solo exercises and group exercises.
If you are working through this book with a class, or at least a group of friends and col-
leagues, you will find the group exercises to be invaluable additions to the solo exercises.
Acting is always best learned with others, as most acting work on the stage, on the screen,
and in the animated world is centered on the communication between characters. Thus, if
possible, find colleagues or other partners to play with in the group exercises. If not, you
will still make progress and understand the techniques by performing the solo exercises. In
the best-case scenario, you will be able to do them both.

Using the DVD


The DVD included with this book is chock-full of invaluable resources to help you discover
the power of applying acting techniques to your character animation work. We have two
fully functional character rigs created in Autodesk’s Maya (one male, one female) that not
only allow for easy animation, but also provide built-in advanced features like squash and
stretch. These powerful character rigs will allow you to follow along with the book’s exer-
cises as well as to further explore the techniques on your own.
In addition to the character rigs, we have example Maya files for most of the anima-
tion exercises, allowing you to explore exactly how we created the animations we present
in our exercises. (Of note, many exercises contain working versions of the character rigs,
so you will sometimes notice differences between these exercise samples and the final
rigs.) We also include a vast amount of video footage of actors performing the techniques
described in these pages. This footage lets you see exactly how trained actors apply the
work described in the pages—a massive benefit to both the acting and animation exercises.
Introduction ■ xvii

The painstakingly collected material on this DVD is, we believe, a unique collection of
acting technique, animation examples, and character rigs. Nowhere else will you find such
extensive, highly focused assets all collected in one convenient place for your educational
benefit.

Feedback
Both Kristin and John are educators as well as practitioners of their art. They are always
happy to answer questions or to listen to your feedback concerning the book. Feel free to
contact them:
Kristin Kundert-Gibbs: [email protected]
John Kundert-Gibbs: [email protected]
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