The first thing to do to insure that a character looks real is to break every appearance of symmetry that you can manage. Yes, in a perfect world, action would be symmetric and perfectly balanced. But a perfect world is precisely what we're trying to avoid animating.
A
character that is posed symmetrically looks rigid and mechanical.
This might be good for certain characters, but for most characters, even
robots, you want a more fluid appearance.
If some of the
character is non-symmetrical, but there are small areas of symmetry, such
as the hands being in the same position, then those areas will look locally
mechanical, giving a slightly rigid appearance to the model as a whole.
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Hands | ||
Feet | ||
Head |