Shotcraft
Animation

Animator

Performs a character shot by shot, deciding what it thinks and how its weight moves.

What they do

An animator is assigned shots, usually a few seconds each, with a layout camera, a rigged character, an audio track, and a note about what the scene is about. The work goes through named stages. Blocking sets the storytelling poses on stepped keys, so the shot reads as a series of held attitudes with no in-betweens; this is what goes to the director first, because it is the cheapest point at which the acting can be rejected. Spline converts those keys to interpolated curves and the shot starts moving, usually badly, and the animator spends the next pass fixing the arcs and timing the interpolation destroyed. Polish is contact, overlap, follow-through, eye darts, blinks, finger offsets, and cleaning the graph editor curves so nothing pops. Dailies punctuate all of it: the shot is screened, the director gives notes, and the animator does another version. In a feature the same animator may spend three weeks on four seconds of dialogue. In VFX the shot arrives with a tracked plate camera and live-action performance already in frame, so animation has to match a real light direction and a real contact with real ground. Alongside hero work sits crowd animation, which is cycles, variation and simulation rather than individual performance.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Motion tools with ML inside them are ordinary now, in cleanup of motion capture, retargeting between characters, and interpolation between poses, and they mostly remove drudgery rather than performance decisions. Generative video is a different proposition: it produces frames rather than keys on a rig, so there is nothing to note, adjust, or re-render, and it holds no persistent character across the shots in a sequence, which is exactly what a feature needs. The surviving skill is deciding what the character is thinking and whether the timing sells it.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Maya or Blender with the show's character rigs
  • Graph editor and dope sheet for curves and keys
  • Stepped-key blocking and playblast turnarounds
  • Reference video shot of yourself acting the beat
  • Audio track with a phonetic breakdown for lip sync
  • Dailies and shot-notes tracking (ShotGrid or equivalent)
  • Alembic or USD caches published to lighting and effects
  • Crowd systems and motion cycles for background work

Works with

  • director
  • rigger
  • layout-artist
  • story-artist
  • fx-td
  • lighting-td
  • editor
  • technical-director

What to read about the machines

Explainers this role's own page refers to. Each one is listed because the text above names the term shown beside it.

The models that touch this work

The parts of the directory relevant to animation, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Animation

Sources