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Drawing the head for animation

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    [ Music ]
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    >> Hey, guys.
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    It's Toniko Pantoja and today
    I'd like to talk about how I go
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    about drawing the human head for animation.
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    Whether you're doing character design,
    hand drawn animation, or story boarding,
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    we all know that there are many
    different styles for animation ranging
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    from realism to the stylized to the cartoony.
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    In this video I'm going to talk about how
    I go about drawing the head for animation
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    and how to adapt it to different styles.
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    There are many ways in going about
    drawing the human head and they all come
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    from different schools of drawing
    and they're all really good.
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    One great drawing method I'd like to talk
    about, and the one that's most commonly used,
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    is the Andrew Loomis method which
    I encourage you guys to look up.
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    YouTube channel Proko does some great
    examples of using the Loomis method
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    to draw the human head as well as exploring
    detailed head drawings afterwards using the
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    same technique.
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    I also learned about the Loomis method
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    from Mark Brunet's ultimate anatomy
    video course which I highly recommend.
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    It's really good.
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    There's also looking at the books
    written by Andrew Loomis himself.
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    They do a much better job at explaining
    how to use these methods than I would.
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    So I'm going to link you guys
    to them in the video description
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    if you want a more detailed
    look about the method.
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    The only thing I'm going to do is
    demonstrate it for my line of work
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    and what I think about when I do draw the head.
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    First let's go through a general
    run through of the Loomis method.
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    And we're going to go for
    something that's not specific.
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    It's just very general.
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    It's really just building the foundation.
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    I would draw two center lines, horizontal and
    vertical, the horizontal lines being roughly
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    where the eyebrows sit and the vertical
    line being the center of the face
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    and where the nose and mouth sits.
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    Then you're going to trim the sides slightly
    as if you're cutting them with a blade.
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    This will be the side of our head
    and roughly where the temple sits.
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    Now at the bottom edge of
    your U cut sides you're going
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    to draw another horizontal line across.
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    This is where the nose will sit.
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    If I'm going to draw the ears which will be
    much later on the ears sit right in between
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    where the brow line and the nose line sits.
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    Next we're going to indicate
    our chin and draw the jaw.
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    Now remember different designs or different
    human beings have different proportions,
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    but for this case we're just
    going to keep everything average.
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    So I'm just going to grab the proportional
    spacing between the eyebrows and the nose
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    and apply that same proportion of
    spacing from the nose to the chin.
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    Right in between the nose and the chin.
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    So if we're going to do an even
    half we'll just indicate our mouth.
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    Now we're going to create a jaw.
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    It can be smooth, sharp, or blocky.
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    That's really up to you.
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    One thing you want to think about is
    the jaw in relationship with the mouth.
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    So you could put the angle change in
    the jaw or the hinge of the jaw close
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    to where the mouth is elevation wise.
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    If we want to apply a bit of surface information
    we're going to create a line from the top
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    of the side circles towards the
    chin or the sides of the chin.
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    At this point we're defining a bit of the
    forehead, the brow, and possibly the cheekbones.
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    We can add another line from the side of
    our head where the brow line sits or the top
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    of our ear towards the side of the chin.
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    This will help indicate that indent
    between the brow and the cheekbone.
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    And I would say try drawing this in a
    three-fourth angle or even a side angle.
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    The great thing about, let's
    say, the three-fourth angle
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    or the side angle is now you're going to be able
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    to see what's happening in
    the sides of the head.
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    On the front view you can't really see it
    because it's more flat, but on the three-fourth
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    and the side views you can actually see the
    sides of the head that are slightly cut.
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    Again use your cross section
    lines to help guide you
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    in where the face is facing
    or the overall angle.
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    As you can see here, I'm not really adding
    any specific features like eyes, nose,
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    and lips and anything like that or hair lines.
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    Something like this is a good
    start at least for a foundation.
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    So now we have a rough foundation for the head.
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    From here I would recommend you to
    try this out in different angles
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    and I would also reference
    different types of heads.
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    Some heads have different proportions and sizes.
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    Try and practice this method until it becomes a
    bit familiar including the cross section lines
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    to help guide you in terms of the angle, the
    dimension, and the direction it's facing.
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    The great thing about this method is that it
    teaches you how to use lines as placeholders
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    and measurement such as trying
    to figure out proportions
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    which is important for animation consistency.
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    I know when I storyboard or do rough drawings
    I indicate shorthands for the eyes, nose,
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    and ears sitting within these lines.
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    Different designs again call for
    different types of shorthands.
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    Depending on the style you're
    going for, these parts can change.
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    As you can see in the demo that I'm doing
    right now I'm really just indicating the eyes,
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    the lips, and the nose, not really putting
    detail but just indicating it like a mark.
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    And when I story board this is kind of close
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    to how I draw my story boards
    and the characters in them.
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    More importantly it gets a point across, but
    if I want to go back and clean up the drawings
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    at least I have a foundation, I've placed my
    marks, and have the freedom and choice to do so.
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    So after getting used to the Loomis method of
    drawing the head structure or a rough foundation
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    of it try drawing the ears, the nose,
    the lips, the eyes, and the mouth.
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    And this is where you're probably going
    to want to look up references of the eyes
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    that you're going for, the
    nose that you're going for,
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    or the nibblelicous kissy
    lips that you're going for.
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    Now if we're doing a really average looking
    human head everything would be very equal
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    and average meaning that the spacing and
    proportions from each other are very even.
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    The size of things are pretty even too.
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    So, like I said earlier, the top and bottom
    of the ear would match the horizontal lines
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    of where the brows and the nose sit.
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    Some people have tiny ears like myself.
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    Some people have big ears.
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    But for this case we're just
    doing everything by the books.
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    For this one the width of the nose
    would be similar to the size of one eye.
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    And I'm going to use the same width
    as the spacing between both eyes.
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    Again this is just an example of how I'm
    just using very even proportions based
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    on what's already there.
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    The Loomis method does talk about detailed
    measurements about how to go about this,
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    like how the tear duct should fall in line
    vertically with each nostril, how the top of one
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    of the cut sides of the human head can
    be used as a landmark for the hair line.
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    The good thing about the Loomis method, what
    it's teaching, is it's teaching the usage
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    of land marking and making proportional notes.
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    And that's going to be pretty important for
    characters with very specific proportions.
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    You should try referencing different
    types of heads because there's just
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    so many different types of faces and shapes.
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    Some would require eyes more
    narrow towards the nose.
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    Some would have small ears.
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    Some would have bigger noses.
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    Some would have wider jaws, wider cheeks.
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    Some would have big chins.
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    Some would have really tiny sharp chins.
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    And that's why the first foundation of
    the Loomis method is great as a tool
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    because it's also a pretty good tool that
    allows you to make changes if you need it to.
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    You could just grab random pictures of
    people's faces, portraits or whatever.
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    I like to grab different screen grabs from
    characters of my favorite TV show, for example,
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    kind of study what makes
    all of them so different
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    from each other, what makes them so distinct.
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    And how I would redraw them if I
    let's say want to do fan art of them.
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    And what's great with all of these is that
    you can start with a very rough foundation
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    of the Loomis method that's very generic, but
    then as you add more details or more aspects
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    to make it more specific you
    can add those along the way.
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    However is it applicable for animation designs
    where things are more stylized and exaggerated?
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    I think it has its places,
    but good drawing skills
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    and technique should allow you
    to adapt to different styles.
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    Things that are closer to life would do well
    with the Loomis method of drawing the head,
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    but some do require changes to make
    the method work but in a different way.
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    So I tried experimenting with this by
    drawing or tracing over existing characters.
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    From what I've experimented with,
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    Disney characters also somewhat
    match the Loomis method,
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    albeit with more stylized
    shapes and exaggerated features.
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    But the brow line, the nose line, the ear,
    they all kind of sit in place and sort
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    of match each other and it's relatively simple
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    to use this method to keep
    proportions consistent.
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    But it doesn't always line up
    to your cross section lines,
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    but still drawing those cross section lines will
    help me indicate oh actually the lines sit right
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    in between the ear or three-fourths
    of the ear, for example.
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    So it really does change depending
    on style and character design.
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    Like for some character designs the top
    of the ears would be a halfway point
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    for the character's eyes like this "Mega
    Man Legends" example I'm drawing over.
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    So yeah. I would recommend you do some
    practices and studies where you draw
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    over existing characters using a bit of the
    Loomis method to make your own notes on how
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    to redraw these designs using somewhat
    of a version of a Loomis method
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    because the Loomis method after all is a
    tool to help you make your own language.
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    Now let's talk about drawing
    and animating the human head.
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    You can get very technical
    with how head anatomy works,
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    but in most cases it's really
    divided in to two major parts.
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    You have your cranium or the sphere
    of the head and then you have the jaw.
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    I had a teacher that used to work for
    Disney animation and one rule of thumb
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    that he had was the sphere or the cranium of
    the head does not squash and stretch as much
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    or as compared to the jaw, for example.
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    It's really the jaw that does most of
    the squash and stretch for the head
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    because it's the most expressive fart.
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    I mean expressive part for things like animating
    lip sync and mouths opening and closing,
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    stretching open, shutting tight, and when
    it's shut tight the cheeks are also going
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    to puff up or squash.
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    The jaw is going to squash if the mouth is
    more closed or puckered and stretch open
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    if the character is let's say
    yawning or screaming or gasping
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    or saying something loud
    or have dramatic vowels.
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    But again that's just a very
    general rule of thumb.
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    This will definitely change
    depending on the animation style.
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    One of my former TD animation
    teachers also talked
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    about a quick shorthand for drawing heads.
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    Of course you can do everything by the books
    with the Loomis method, but there's also a way
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    where you just draw a horizon line where the
    eye sits one-third at the bottom of the sphere.
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    This is where the eye will actually sit.
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    This skips a step of having to draw the brow
    line half of the circle in the side view.
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    Oh, and in a side view the
    cranium is more stretched.
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    So it's not really a sphere.
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    It's more like a blimp.
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    But remember this also depends on the design
    since this was using Disney style characters
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    in mind, specifically the Glen
    Keane style of princesses.
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    Now as for the notes of a character
    having their mouth open like "Ah,"
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    there's this common mistake that the jaw must
    match the spacing of the open mouth verbatim
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    and if you do this exactly in the front view
    what happens is that you get a puppet effect
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    where it just feels like the jaw
    and chin are just sliding down.
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    And the trick here is really to think about
    perspective and the mechanics of the jaw.
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    If I were to draw this in a side profile or
    in a different angle where we can see more
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    of the sides notice how the
    jaw by the ear acts as a hinge.
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    It's opening in an angle.
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    If we were looking at this
    from the front view parts
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    of the chin will actually be
    hidden away because of perspective.
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    The chin is tilting and facing
    downwards instead of facing forward.
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    So when a mouth opens wide the bottom of
    the mouth and the chin the spacing narrows.
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    Again you want to practice your shorthand so you
    can draw the head in many and multiple angles.
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    Use your cross section lines to help you
    define the form and the perspective depending
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    on the angle, especially for difficult angles
    where the head is looking extreme downwards
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    or upwards at an extreme level where you're
    drawing under the chin at that point.
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    Another way to look at it too is that
    the head is really a construction
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    of three different forms, a sphere for the
    cranium, a curved plane or side of a cylinder
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    for the face, and a cylinder for the neck.
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    Combining these and deforming parts of
    them will help you get closer to the head.
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    Being able to master the idea that these shapes
    are really just meshed together like clay
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    and deformed can help you come
    up with a faster shorthand,
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    especially if you've done
    this way multiple times.
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    In these examples I'm not drawing the
    sphere and then the cylinder or a plane.
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    I'm thinking about these shapes in one
    uniform piece like one general shape
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    to represent the whole shape of the head
    kind of like a ball with a shield or a shell.
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    I don't know how to describe it.
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    If I feel like I am dealing with something
    that's really difficult like a difficult angle
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    or something that I'm not really familiar
    with and I'm struggling, I'm frustrated,
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    I would revert back to drawing
    each step one at a time.
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    Before animation and story
    boarding I tend to keep things clear
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    and readable for a first pass at least.
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    But hey. Different priorities
    call for different shorthands.
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    The priorities for animation story boarding
    is different from drawing for design.
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    For design you're really aiming for
    specificity in the design, the shapes, the form.
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    And if it's with multiple characters
    the contrast and the diversity.
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    When it comes to animation story boarding
    I'm not really drawing everything specific.
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    Sometimes I'll do a really rough
    lollipop head with facial expressions
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    because for me the performance, the acting,
    and the expressions are the main priority first
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    and once I have that done
    then I can do a second pass
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    where I start doing everything
    more detailed, more technical,
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    more structurally where I start defining the
    technical aspect, the constructional side
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    of drawing on top of this very rough pass.
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    Again when I animate I tend to
    draw things with a lollipop head
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    with facial expressions on top of it.
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    Very crude.
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    Very clear.
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    Nothing too detailed.
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    I'm not too worried about
    keeping things on model at first.
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    I'm maybe worried about the proportions, but
    not really about keeping things specifically
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    and tight on model since I know that can
    be fixed on another pass on top of it.
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    I'm also not super worried about
    the consistency of the shapes
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    and making sure everything stays super solid.
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    That's not really an issue for me yet.
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    The priority is the idea and the performance.
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    The next pass is where I start putting
    things more on model and adding more detail
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    to the drawing making it
    look like the character.
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    This is where I would apply the constructional
    drawing like the Loomis method, for example.
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    And again just remember a good step of avoiding
    same face syndrome is to apply different variety
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    to your head designs for
    your heads, the proportions.
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    Just keep changing it up.
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    Even if you are using the same
    method for different heads remember
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    by just changing the size
    and shapes of certain parts
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    of the head it will give
    you enough variety already.
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    There is a lot to talk about when it comes to
    drawing the head for illustration or animation.
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    It is best to study different
    types of techniques.
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    What I would recommend you to do is to try and
    take your own existing designs or drawings,
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    draw over them, draw over their heads,
    and apply the Loomis method on top of it
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    or something loosely inspired by it or maybe
    something else to see if it's something
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    that benefits you because everyone has to
    come up with their own language for drawing.
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    Anyways, that's all.
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    Bye.
  • 14:20 - 14:23
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Title:
Drawing the head for animation
Description:

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Video Language:
English (United States)
Duration:
14:40

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