This week’s lecture focused on facial posing and what makes expressions feel appealing and organic. Ting emphasized concepts such as asymmetry, shape, connectivity and maintaining volume, explaining that perfect symmetry often makes faces feel robotic and lifeless. One idea that stood out to me was that expressions should not be created by simply maxing out controls, but by thinking about how muscles influence one another and how the whole face works as a connected system. We also looked at how subtle changes in eyelids, eyebrows and mouth shapes can dramatically change the emotion being communicated.
After the lecture, Ting assigned us the task of recreating facial poses from a model sheet. Although this reminded me of the golden poses exercise from first term, I found facial posing considerably more difficult. With body poses, large silhouettes and lines of action often make the difference, whereas with facial animation the smallest adjustment to a single controller can completely change the appeal of a pose. Initially, many of my expressions looked awkward or too symmetrical, but after spending more time experimenting and referring back to the lecture notes, I gradually started to understand how to create more organic poses. The experience taught me that facial animation requires a much higher level of observation and subtlety than I had expected.



I also received feedback on my planning for the “Heavy Object / Change of Mind” assignment. Ting suggested that instead of relying on online reference, I should record myself performing the action. She explained that having my own footage would make it easier to analyse camera angles and understand the mechanics of the movement. Keeping this advice in mind, I spent the week blocking the shot and focused mainly on establishing strong key poses and believable weight shifts. Rather than worrying about polish, I concentrated on communicating effort and making sure the object actually felt heavy. This stage made me appreciate how much of animation is solved through posing rather than through adding lots of movement.
On Friday, we had a practical exercise based on the self-study videos from the previous week. Using Stitch, we had to animate the process of making a cup of tea. Although the animation itself was fairly simple, the real purpose of the exercise was to test our understanding of parenting and hierarchy. Stitch had to pick up a tea bag, place it into the kettle, carry the kettle and pour water into a cup, meaning that control relationships were constantly changing throughout the sequence. I initially found this task frustrating because, as I have mentioned before, Maya’s workflow still feels much less intuitive to me than Blender. However, once I stopped trying to solve problems as they appeared and instead planned the hierarchy and parent switches beforehand, everything became much easier. This exercise reinforced something I am beginning to notice repeatedly in animation: good planning often saves far more time than trying to fix problems later.