Animation Research: Body Mechanics

When referring to the brief set for animation, it stated that animations addressing body mechanics could include the following, Jumps, picking an object up, weight exercises, 180 degree turns etc. As a result I started looking into what others thought a piece of animation regarding body mechanics needed in order to work and I came across this article by Animation mentor:

Animation Tips & Tricks: What Makes or Breaks a Good Body Mechanics Shot? 


It explains when animating a character, the character has to be aware of it’s surroundings and the world it exists in. If the character is believable in this sense then the animation is successful.

In addition it addresses the idea that when creating a  body mechanics shot, our attention needs to be focused on the body and how it moves, where the audience believes that the animated character moved by itself and NOT that it was moved by an animator.

It’s states that In each body mechanics shot there is a sequence of activity that runs from the character’s brain through its body and you must decide what that sequence is before starting to animate, how this is shown is up to us, whether it be a simple turn of the head or a full on jump of terror.


The article goes on to explain that the area in which the body mechanics shot is made is in the breakdown process which we use to clearly explain how our character gets from point A to point B.

In greater terms, the breakdown defines the order in which the sections of the body move and how they move which leads to a visual representation of force in our animation.


Over all I found the article to be a good read, it explains what makes a good Body mechanics animation well and clearly. I can say that it helped me gain a slightly better grasp of what to expect whenever it comes to creating my own animation demonstrating body mechanics.

” What makes a good body mechanics shot is When the sequence of movement through the body is arranged and timed to represent the intended action and we believe that the character moved.”

-Animation Mentor


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