Monday, November 14, 2011

Workflow.

I recently updated my workflow a bit and tonight I asked some other animators how they do a few basic things within Maya. What I learned was shocking. It seems that nearly all of them use Maya's default hotkey settings and, in some cases, didn't even use those when available. With 3d software packages there is typically a default setting to accommodate many different disciplines that don't necessarily make sense for just one in particular, such as modeling, animation, or rigging. The programs usually try to hit the lowest common denominator across disciplines instead, often leaving each specialty somewhat wanting for a better workflow.

This might not sound like a big deal but over time every second you lose by not having a workflow that aids your speed or particular interest at the moment (or just using defaults in general) adds up. I'm sure I touch on the subject of key layout too much but it's something I really believe can help any animator.

The main thing I noticed among other animators was that when I asked them to show me how they start and stop their animation playback they all moved their mouse to the lower right corner of the screen and hit the play button. I was baffled. This is the slowest way to perform that action and a major productivity killer. Not only do they have to remove their mouse from the viewport, they also have to take their eyes off of their animation, carefully move the mouse to the corner of the screen, and focus on something other than their work (Note that Maya does have a hotkey for a playback toggle, Alt+v, but even using two buttons seems tedious to me).

When I asked about scrubbing, the same thing occurred. They moved their mouse down, away from their scene, onto the timeline and left-click-dragged. Again, this causes you to remove the mouse and the eyes from the scene. What this way of working essentially does is remove your focus from your work and slows down anything else you might want to accomplish.

For the few folks that said there wasn't a difference between pushing a play button and having a hotkey I made a point to show them that when you have keys to use both the playback toggle and the scrub tool (timedraggertoolactivate) you can also quickly do those other things with your mouse still in the viewport, such as stopping playback, rotating the view, adjusting animation, and then playing the animation again.

Maya has a lot of default key settings I've removed or abandoned but the biggest improvement I think I've discovered (for animation) is that you don't have to hold down any key to perform an action. For example, holding Alt and using mouse buttons is the prime way to navigate the viewport. Instead, assigning the individual tools, tumble and track, to a key allows me to simply click a button and have the tool active. I don't ever have to hold down a button at any time(yes, I never hold Alt in Maya).

The same idea applies to the time drag tool(k), which I simply turn on and leave on because I've removed the "off" function. There is no holding down a button while I left click and drag. When I no longer need to scrub I switch to another tool, such as move, rotate, or even use my playback options, which is what an animator will typically do anyhow. The real benefit of all of these options is that my mouse, and specifically my eyes, never leave the scene. I am always looking directly at the animation and not trying to locate some other button elsewhere in the UI, and because of the flexibility I'm also able to switch to any other tool I might need to on the fly, stopping and starting my playback at will.

Upon suggesting this type of custom layout I was confronted with the idea that sometimes you will have to work on another person's computer, using default settings, so that's what you should use. Sure, that happens, but I'd argue that in order to get to the point of creating a custom setting it's pretty apparent you need to know the basics anyhow and you definitely should(You have to know the rules before you can break them). In a network setting it's also very easy to save and load your personal preferences very easily. I also understand that in a teaching scenario you might want to use the basics so everyone is on the same page. Again, that's fine, but one of the best lessons I ever got from a mentor was to make the program work for me.

One last thing I've learned about animating in 3d is that real estate is important. The amount of space you have on screen to view your animation is a huge deal. Maya 2012's new UI allows the removal of several key elements that I've now put on a second monitor. This includes the channel box and several other tear away menus. The result (pic soon) is a very basic, simple, and clean viewport that leaves the maximum amount of room to see my animation in the greatest amount of space.

I guess I'm kind of taking back what I've said about there being no "Wrong Way" to animate because working smarter is indeed better. It won't help your curves but it will make you a hell of a lot faster.

8 comments:

  1. amazing point made, Michael... gaining speed in production saves the blushes when it comes to delivering in tight deadlines. A lot of scripts prove handy while churning out stuff

    I've been wondering, if there is a way for the time dragger to work without having to press the left mouse button too, .. So it's more like a gesture based movement.. where moving the mouse screen left would be rewinding and moving right be forwarding in time.. Much more intuitive

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  2. I don't think there is actually a way to do that, but with good reason. In Max when you perform a function and go outside the frame of your monitor the cursor would either keep going, or wrap to the opposite side. In Maya this doesn't seem to work, so if you were to turn the scrub tool on while your mouse was too far to one side you would not be able to scrub any further. It seems like having to left click is a good thing in that case.

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  3. thanks for the pictures and the reply ...
    also, are you of the opinion that a wacom pen tablet increases the speed of working more than the mouse ? coz I got one a month back and have noticed that my speed has increased easily by about 75% atleast. So, with the push in speed, it also saves my wrist from RSI which is a big plus really.
    Do check out this video by Kenny Roy on ergonomics, if you havent.
    Also, this would probably be the second time Im requesting you this, but without trying to sound like a nagging wife. Can you really please, do a video capture of your screen animating a short combat shot,with a different camera recording your keyboard and mouse clicks. I really do wish to see you breeze through it. Maya PLE is available too :D, just saying

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  4. OK, so that video was really interesting for me, but holy shit do I have a lot of issues with it.

    First of all, to answer your plea, as I've said before I don't have any 3d software at home, but maybe sometime I will record myself at work. I can't show what I'm currently working on at the moment anyhow, but maybe I'll pick up a free rig sometime to do that. What struck me as odd while watching Kenny Roy's video is that in various examples he moves his wrists and elbows a lot to do basic functions, which I never do. Perhaps it's because I don't use any complex(2 button inputs) and I only use a number pad, which my entire hand covers, and because as a lefty who had to learn computers with defaults I still use the normal mouse buttons even though I move it with my left hand. This is somewhat indicative of what I meant by software programs not having an ideal default keyboard layout. When I left click I use my middle finger, not my index. In addition to not having to move my wrists MY MOUSE IS RARELY EVER AWAY FROM THE CENTER OF THE VIEWPORT. This basically means I don't have to move my wrists at all. Again, this is because of my key setup. I have moved my wrists more while typing this than when I animate anything (I also have huge hands, which helps).

    Kenny also seems to be using defaults while he works, which I strongly advise against, as I've also said, but to get back to your question, I don't use a tablet because I'm less accurate while using one. Hovering a hand to select something on a screen, at least for me, is way more difficult than shoving a mouse somewhere and hitting a button, probably because, like he implied, up/down is better than left/right. I tilt my mouse about 45 degrees.

    The same thing about a tablet is true of selecting controls or menu items. There is probably some evolutionary tale involved in why one person might be better at it than another but really, I'm just more quick and accurate with a mouse.

    The video also made me wonder about Photoshop hotkeys being suspiciously lefty friendly(e.g., Alt+ +/-, Alt+[/] being on the right side of the keyboard), meaning they made a choice to suit the majority of left handed people for certain functions. While only 10% of folks are more right brained, that is one program that clearly favors my natural tendencies more than any other for things I might use the most.

    After reading your comment and seeing how other animators work I really want to record how I go about business, though. I will make a concerted effort to do so. Again, thanks for reading. I feel like I might not always be on point, but I hope it helps.

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  5. It always is a delight to read your take on so many things animation. Upto the first time I stumbled across this blog, I never knew that speed was so much of a big deal and how much time we lose doing stuff that could have been done in less than half the time taken. Working with such a customized hotkey setup and not having to move the mouse very far from the center of the screen really is just crazy speed fanaticism, shaving off microseconds being saved and a lot of time if calculated overall. Geez !
    Thanks for considering doing a video too.

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  6. I am stuck with the idea of "the eyes never leaving the scene". Does this mean you always keep your eyes in the viewport and not look at the graph editor curves at all?
    Thanks for the tips Michael.

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  7. For the most part, yes, my eyes are usually in the middle of the viewport, constantly rotating my character or scene, viewing it from as many angles as possible(which is a headache in Maya 2012, it can't keep up). I use the graph editor and the dope sheet on a second monitor. When I use them I will also look at the main viewport while I shift keys or curves around.

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  8. hehe great post ;-) I just posted a similar article on my blog but I am right handed. Cool, I will add a link to your blog

    Cheers

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