1) Symptom-to-cause mapping: what you see vs. what’s actually wrong
This chapter is a troubleshooting guide: start from the visible symptom, identify the most likely underlying cause, then apply a focused correction. The goal is to avoid “random tweaking” and instead make one change that predictably improves the shot.
| Symptom (what you see) | Most common causes (what to check) | Fast diagnostic test |
|---|---|---|
| Robotic motion (even, mechanical, no life) | Too many evenly spaced keys; identical ease on every move; no contrast between fast and slow sections; poses change but spacing doesn’t | In the graph, do you see many keys at regular intervals and similar curve shapes across controls? |
| Floatiness (no weight, drifting) | Contacts not locked; vertical motion eases too much; center of mass doesn’t “commit” to support; holds are sliding | Scrub frame-by-frame: do planted feet/hands drift a few pixels? Does the body keep moving when it should settle? |
| Snapping / popping (sudden jumps) | Stepped-to-spline transition not managed; tangent overshoot; missing breakdown; rotation interpolation issues (gimbal/shortest path); constraint switching without matching | Find the exact frame of the pop: is there a single key causing a big value jump, or a tangent spike? |
| Jitter / buzzing (micro-shakes) | Over-keying; noisy tangents; tiny value changes every frame; layered animation fighting (multiple controls correcting each other) | In the graph, do curves look “hairy” with many small peaks? Do you have keys on consecutive frames? |
| Dead holds (frozen, lifeless pause) | Hold is perfectly flat on every control; no settling; no subtle continuation; hold length doesn’t match intent | During the hold, do all major controls have identical flat lines and no offset/settle? |
Quick triage order (saves time)
- First: check contacts and constraints (a sliding foot can masquerade as “bad timing”).
- Second: check for pops (a single tangent spike can ruin an otherwise good shot).
- Third: reduce jitter/over-keys (noise hides the real motion).
- Last: refine holds and add contrast (polish after stability).
2) Targeted corrections in the graph and viewport
Each fix below is intentionally narrow: apply it, re-playblast, and only then decide whether you need another pass.
A) Robotic motion
Typical pattern: many keys, evenly spaced, with similar ease-in/ease-out everywhere.
Fix 1: Reduce keys (keep intent, remove redundancy)
- In the viewport, identify the few controls that define the action (often: root/COG, chest, head, planted limb controls).
- In the graph editor, box-select a section and run a key reducer (or manually delete every other key) while watching the curve shape.
- After deleting, scrub: if the pose drifts off-model, add back a single breakdown rather than re-keying every frame.
Rule of thumb: if removing a key doesn’t change the silhouette or contact, it probably wasn’t helping.
Fix 2: Create contrast by reshaping one curve at a time
- Pick one driver curve (often
COG.translateYorCOG.translateZ). - Make the “decision” portion of the move clearer by tightening spacing: pull tangents so the curve changes faster in the intended burst and slower elsewhere.
- Replay at speed. If it improves, repeat for the next most important control.
B) Floatiness
Typical pattern: drifting contacts, overly smooth vertical curves, and no clear settle.
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Fix 1: Lock contacts (stop the drift first)
- Identify the contact phase (foot plant, hand on table, etc.).
- In the viewport, pin the contact: use your rig’s space switch/constraint (e.g., foot to world, hand to prop) or an IK pin.
- Match transforms on the switch frame (so there’s no pop), then keep the contact stable for the duration.
- Verify by scrubbing: the contact point should remain fixed in world space.
Fix 2: Re-time the settle (make the stop feel supported)
- Find the frame where the body should be “supported” (the moment weight is clearly on the planted limb).
- Move the COG/root keys so the settle happens sooner than your instinct if it feels floaty (floatiness often comes from settling too late).
- In the graph, reduce lingering motion: shorten the tail of the curve after contact and avoid long, gentle eases that keep drifting.
C) Snapping / popping
Typical pattern: a single-frame jump in position/rotation, often caused by tangents, interpolation, or switching.
Fix 1: Fix tangent overshoot (the “spike”)
- In the graph editor, frame the problematic curve and locate the spike near the pop frame.
- Set the key’s tangents to a safer mode (e.g., clamped or auto), then manually flatten/adjust if needed.
- Check neighboring curves too (a pop in the wrist might be driven by elbow or shoulder rotation).
Fix 2: Add a breakdown to control the path (instead of fighting the spline)
- At the midpoint between two keys that pop, create a breakdown pose in the viewport that follows the intended path.
- In the graph, ensure the breakdown sits on the correct side of the curve (no unintended dip or hump).
- Replay: the breakdown should “steer” the interpolation into a clean transition.
Fix 3: Rotation issues (shortest path / gimbal)
- If a control flips: check rotation interpolation mode and consider switching to quaternion (if available) or adjust Euler filter settings.
- If gimbal is suspected: move the rotation load to a different control (e.g., distribute twist across upper arm/forearm) rather than forcing one axis to do everything.
D) Jitter / buzzing
Typical pattern: tiny changes every frame, often from over-keying or “fixing by nudging.”
Fix 1: Delete keys on ones (keep only what changes the motion)
- On the jittering control, select the noisy range.
- Delete keys on consecutive frames first (e.g., remove every key on ones), then evaluate.
- If the motion becomes too loose, reintroduce two or three keys at meaningful moments (start, peak, settle) rather than re-keying every frame.
Fix 2: Smooth tangents without flattening intent
- Use a curve smoothing tool lightly, or manually straighten small zigzags.
- Preserve the larger curve shape (the overall timing and spacing) while removing micro-peaks.
- Confirm in the viewport: the control should stop “buzzing” but still hit the same poses.
E) Dead holds
Typical pattern: the character freezes completely, or the hold lasts too long without internal change.
Fix 1: Re-time the hold length (make it intentional)
- Mark the hold start and end frames.
- Shorten or lengthen the hold based on intent: if it feels dead, it’s often too long for the amount of information on screen.
- Shift the next action earlier/later while keeping the contact stable.
Fix 2: Add a controlled settle (not random motion)
- Choose one or two controls only (commonly chest and head, or COG and clavicle).
- Add a small settle over a few frames: a tiny overshoot and return, or a subtle drift to a more comfortable pose.
- Keep it subordinate: the hold should still read as a hold, not a new action.
3) Prevention habits (so you don’t have to “rescue” shots later)
Keep poses clear (so timing edits don’t break readability)
- Before refining curves, verify that your key poses are distinct enough that you can recognize them in silhouette.
- If two poses look nearly identical, you’ll compensate with extra keys and create jitter or robotic spacing.
Control spacing deliberately (don’t let the spline decide)
- After setting keys, scrub frame-by-frame and watch the distance traveled per frame on the main driver (often COG/root or the hand in an action).
- If spacing looks accidentally even, you’ll get robotic motion; if it drifts after contact, you’ll get floatiness.
Confirm arcs early (before adding detail)
- Turn on motion trails/ghosting for hands, feet, and head early in blocking.
- Fix arc issues with a breakdown or tangent adjustment before layering secondary controls; otherwise you’ll “polish” a flawed path.
Lock contacts as soon as they matter
- The moment a foot/hand is meant to be planted, treat it as a constraint problem first, not a curve problem.
- Do not compensate for sliding by counter-animating other controls; that creates jitter and makes later retiming painful.
Work from big to small (avoid over-keying)
- Block and refine with a small set of controls; only add fingers, facial, and subtle offsets after the main motion is stable.
- If you catch yourself keying every frame, stop and ask: “Which single breakdown would solve this?”
4) Capstone mini-project: simple action with a required checklist
Pick one action: jump, reach-and-pick, or turn in place. Keep it 2–4 seconds. Use a simple rig and a clear camera angle (3/4 view is usually easiest for diagnosing spacing and arcs).
Option A: Jump (in-place or small forward hop)
- Block keys: start pose, crouch, takeoff, apex, landing contact, settle.
- Lock contacts: feet should be stable during crouch and on landing contact.
- Refine timing: adjust the spacing into takeoff and into landing (avoid floaty long eases).
- Graph pass: remove extra keys, fix tangent overshoot on vertical motion, add a breakdown if the path kinks.
- Polish holds: ensure the settle doesn’t freeze; add a small controlled settle in torso/head.
Option B: Reach-and-pick (hand reaches a small object and lifts it)
- Block keys: neutral, reach start, contact on object, lift, return/hold.
- Lock contact: constrain hand to the object at grab; match transforms on the switch frame.
- Check arcs: motion trail of wrist/hand should be clean; add a breakdown to steer around an obstacle if needed.
- Fix pops: watch for constraint switch pop and tangent spikes in wrist rotation.
- Reduce jitter: delete micro-keys on the hand after contact; let the constraint do the stability.
Option C: Turn in place (90–180 degrees)
- Block keys: start, pre-turn, mid-turn, end.
- Foot strategy: decide which foot is the pivot and lock it during the pivot phase.
- Prevent snapping: watch hip/chest rotations for shortest-path flips; add a breakdown to guide the turn.
- Hold management: if there’s a pause before the turn, re-time it so it reads intentional, not dead.
Required checklist (use this to self-diagnose before submitting)
- Timing: Are there clear faster and slower sections, or does everything change at the same rate?
- Spacing: Frame-by-frame, does the main control travel the intended distance per frame (no accidental evenness, no drift after stops)?
- Arcs: Are motion trails for hands/feet/head clean, with no sudden kinks?
- Anticipation: Is there a readable preparation that supports the main action (not just a tiny pre-move)?
- Follow-through: After the main action, do parts settle rather than stopping all at once?
- Overlap: Do different parts arrive at slightly different times in a controlled way (not jittery offsets)?
- Weight: Are contacts stable and does the body commit to support (no floaty settling, no sliding plants)?
- Graph hygiene: Are there unnecessary keys, tangent spikes, or noisy curves causing pops/jitter?
Submission format (for your own review)
- Provide a playblast at normal speed and one at half speed.
- Include one screenshot of motion trails (hands/feet/head) and one screenshot of the graph editor on the main driver control.